I'd need more details about what the exact issue is.
The GameCamera scripts are generally independent of the rest of AC, however, so you may be able to revert just the old GameCamera / GameCameraThirdPerson scripts to see if that made a difference.
Thanks for the project.
It seems this is down to the project's "Rendering Path" - the issue is gone in my copy your project if I open up the Graphic settings, and set the path from Deferred to Forward.
I'll add a note to the tutorial abo…
You'll need to use the same Hierarchy when playing your Animations that you used when creating it.
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Not that I'm aware of, though you can try Unity's Discussions pages as this is a general Unity topic.
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You can enable/disable GameObj…
What's the wider context of the code within the rest of your script?
I don't know what your Speech Manager settings are, but it's likely that your game needs to be placed in "Cutscene" mode for the speech to be considered gameplay-blockin…
Switching source shouldn't affect the assigned icon. I still can't reproduce such behaviour, however, so any steps/media you can share to clarify the actions taken will be welcome.
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It normally should be - provided the animations are all correctly referencing the GameObjects.
You can try viewing the Animation window for your animations, from the Hrdina rig object, to see if referenced objects are missing - but this sou…
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It is not a known issue, but rest assured if it is a bug then it will be fixed.
I cannot recreate the behaviour on my end, however. What are your AC and Unity versions?
After duplicating the Interaction element in the Menu, are you settin…
These errors all suggest that AC isn't being updated fully.
When you rolled back, did you delete the scripts that AC added in the newer version? The Actions mentioned in your first screenshot all look to be relatively recent. Deleting those files…
The main effects of a Lanaguage having Reads right-to-left? checked are:
* Scrolling effects are reversed (i.e. the last character is displayed first, the first last)
* Input boxes are reversed
* Dynamic labels are reversed per-word (e.g. "Use…
Welcome to the community, @Hexenwerk.
If your normal method of interaction is Choose Hotspot Then Interaction, then yes - you'll want to rely on item combinations (i.e. the Inventory system) for this. When an item is selected, it can then be used …
Are you moving the objects in the Hiearchy after creating the animations?
Unity requires that the Hierarchy remains as it was when the animations are created - you can't move the objects after the fact and have the animations still play.
So long a…
Thanks for the details.
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In this case, it might be best to avoid the use of Slots and just rely on the Pieces - which give you the drag-and-drop behaviour - as well as a simple script to detect if the scraps are all where they should be.
Th…
AC will start up when you begin a scene that has its GameEngine GameObject present. You don't want to add this at runtime, but you could start your game with a non-AC scene, and then switch to your first AC scene when you're ready.
Alternatively, …
Did you update Unity only - and not AC?
The errors suggest that your Actions scripts are from a more recent version of AC than the base class, Action.cs. The use of Category and Title overrides, mentioned in your Console, were introduced in v1.73.
Are you relying on the "Unity UI" cursor rendering option at the top of your Cursor Manager? When this is the case, you'll need to similarly rely on Unity UI for your Menus.
This is because "AC" menus are drawn using Unity's Im…
Thanks for the details. It's a good use-case that I'd like to be possible without hassle.
I've updated the "Item arranging" package with a fix for this - give it a try.
Once you use Player Vicinity detection, Hotspots are no longer interactive if they're not within the Player's Hotspot Detector.
Make sure that Place distant Hotspots on different layer? is unchecked when this mode is active, but you should avoid al…