I forgot about it yesterday, but the Input System integration package actually contains a custom preprocessor that attaches to Vector2 inputs, named AC Cursor Position Preprocessor. When attached to a Mouse position input, it'll override the value …
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This is at runtime? The Menu Manager fields should always point to the prefab.
There may be more than one aspect at play here. Rather than sending the project, try creating a test scene that demos the issue (two if a scene-change is neces…
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You'd need a custom Editor script for your class, but the ActionRunActionList contains public static functions that provide dropdowns for Variables, Documents, Inventory items, and Objectives. Example use:
myParameter.intValue = ActionRunA…
Welcome to the community, @jg1509.
As you're covering a few different parts of AC's editor windows, screenshots would be best if you can share them. The forum doesn't support direct image hosting, but you can upload images to e.g. imgur.com, and t…
Welcome to the community, @Ewoud.
Are you switching between the system cursor and simulated cursor on the fly, or only using the simulated cursor?
It's been a while since this thread began, and the fine details of each project will vary - if you c…
The code change I mentioned earlier was not applied correctly in your previous post. I did encounter an issue, and the fix I posted should resolve it, but if the issue persists on your end then I will need to work with your exact files.
The best wa…
The audio clip fields in the Player's Inspector have been superceded with the dedicated "Footstep sounds" component. This can play audio automatically based on movement, but the use of animation events is the way to get the most realistic…
Could be a bug. Open up the script file (ActionMenuSetInputBox), and replace:
public class ActionMenuSetInputBox : Action, IMenuReferencer
with:
public class ActionMenuSetInputBox : Action, IMenuReferencer, ITranslatable
Does that cause its tex…
Welcome to the community, @yonderworks.
AC should work just fine Unity 6. You may get a couple of warnings in the Console, but these can be ignored and will be ironed out in the next update. If you encounter any issues, however, post details here…
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Are you running this from an ActionList asset, or from one in the scene, and at what time / how? I don't see an issue from the screenshots, but I need to see the wider context.
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What's your AC version? In the latest release, if Loc…
Welcome to the community, @GOA_lien.
The "Lock When Correct" dropdown field is a global setting - it should be on the Arranging Puzzle Manager component, rather than individual pieces.
Setting this to "After Each Correct Placement&q…
The LaserGun, too, should rely on Generic animations - rather than Legacy. If set to the latter, you'll get the Animation component, rather than the intended Animator component, when you drop it into the scene.
These animation settings were accide…
Do any related messages appear in the Console?
The Hotspot's position won't be a factor, but it's Hierarchy may if you're affecting children. Where do the two Hotspots sit relative to one another in the Hierarchy.
Three things to test:
* The lat…
First-person as in a standard first-person camera control type? Unless you're using e.g. close-ups for specific moments, you generally only use the one camera type.
To set the field at runtime, you need a custom script. This one will set the atta…
I played the demo a little while ago - I had no idea this was an AC game! Congrats on the release. One for the showcase page, perhaps?
Adding new scenes should be fine. How AC stores scene data is handled in the Settings Manager - this is separa…