Welcome to the community, @ParoParo.
To be clear: AC is not intended for fighting games - but traditional adventure games that rely on puzzles, exploration and narrative for gameplay.
There is a "Combat example" package over on the Downl…
Animation and motion are separated where possible - the "Animation engine" can be set independently of the "Motion control" field.
There's no "Custom" motion control option - but "Manual" will reliquinquish a…
Save file label data is stored within the Profile, i.e. the Options Data, so that it can be extracted without having to load the save file itself.
If you don't have access to this, you can override the SaveFile's label based on its GetUpdatedTime f…
This may be related to the Player, rather than the scene.
Does this occur if you don't have NavMeshAgent / NavMeshAgent Integration components? Try the 3D Sample Player template, using the "Modify existing" option from the New Game Wizar…
I was, but I'm not so sure the Unity version is the cause.
Save games only reference Menu data by their ID - so once a fix is found it should work for old save files as well.
If AC is causing this, then it'll generally be down to either:
* The li…
It looks like there are two NavMeshes on the roof - or am I misreading the screenshot?
Point and click requires the floor to be on the NavMesh layer, this should block clicks behind it.
If the point clicked has no detected NavMesh underneath it, h…
Have you recently used the New Game Wizard to generate your menus?
The updated way of handling the Pause menu's toggling via the Menu input is to rely on an Active Input, rather than using the "On Input Key" appear type. If you open up t…
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Is it possible the element involved is a MenuInteraction, not a MenuButton?
If you're looking to disable several at once - and prevent any reset - use a Canvas Group as mentioned above.
If you attach a CanvasGroup to the parent of the elem…
Yes, it's the save screenshot that's doing it.
2048 is still a very large size - I'd recommend reducing it if you can.
However, the alternative way to supply save-screenshots is to rely on a Render Texture, which may be faster.
You'd need to crea…
AC will affect objects in the UI that are specifically linked as elements in the Menu - but you don't need all such objects to be elements if you don't want them to be affected.
If you keep the Text component, but remove its associated Label elemen…
Attaching a Canvas Group component, which has visibility and interactibility options that override its children. You can keep the UI enabled, but portions of it invisible / non-interactable this way at specific times.
Welcome to the community, @itchykittehs. Would this be for a 2D game?
Yes, I'd say having one scene would be best here. There's a few ways you could do it, depending on need. One way would be to have each room generated / spawned in as needed, o…
Thanks for the steps, but I just cannot recreate this issue.
Is the Menu displayed at the time the elements are hidden, and is the Menu Manager open also?
Please send the files involved - the Managers, the UI prefab, and the scene - along with ins…
The menu should behave as expected whether its navigated directly, or with a cursor (simulated or otherwise).
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Is this to say that only this button has an issue, i.e. you have other UI Buttons that do not have this problem?
If you switch th…
Thanks for your patience.
After a fair bit of back and forth with Justin, the source of the issue appears to lie with the UCC camera view type.
If you get in touch with him, he'll be able to elaborate further and offer assistance.
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Have you tried preceding the added string with the new-line escape sequence, \n?
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The script listens out for new speech lines via an OnStartSpeech event hook. You can start this function with a check of the speaking character, to li…
This behaviour will likely be changed in the next update, but for an older release you can open up SaveFileHandler_SystemFile (or whichever file handler script you're using), and remove the isAutoSave check from the GetSaveFile function:
if (!isAut…
Where have you attached the script, and what is the Camera's Projection set to?
The script assumes you're using Orthographic projection. You can have it affect Perspective by changing orthographicSize to fieldOfView.