I do not dispute the issue - but the issue lies with Unity, not with AC.
The workaround is to rely on Unity UI. The component I send jusic was to do just that, only for his Hotspot icons - not Menus. For Menus, the provided "Unity Ui Prefab&…
That it only occurs on iOS is not due to AC - this is hardware / Unity issue. You'll need to follow my suggestions above to work around it. Swithing to Unity UI is the best option.
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There's a couple of approaches - what's the condition to show one style over another?
If it's fixed by character (i.e. John is always on the left, Mary is always on the right), then you can create a second Subtitles menu, restyled for the o…
The black border surrounding the icon suggests that this is the from the Interation menu after all.
For the icon to alter the cursor itself (i.e. the cursor switches to that icon), you can check the Hotspot's Single 'Use' interaction? option.
Othe…
Games from the 80s achieved that pixel-perfect look because they were rendered at such low resolutions.
You can try making use of Unity's "Pixel Perfect Camera" to align sprites along the same pixel "grid", but it may be a case …
What is your Cursor Manager's Cursor rendering field set to?
If set to Software, then each Interaction icon defined will have its own Size field that will control how large they appear. Are these all listing the same size?
If they aren't showing,…
Tricky - but I think the core logic could be done mainly with ActionLists, just a little extra scripting needed.
Essentially, each piece would be a regular Hotspot - but then also have an associated Item defined in the Inventory Manager. Clicking …
If you're only looking to switch to a first-person perspective camera, and not actually have the Player move around in a traditional first-person manner, you don't need to rely on AC's "First Person" movement method.
Instead, use this cam…
As in, which characters speak in a given ActionList?
You'd need to use scripting, but it's quite simple: just search the Actions for instances of "Dialogue: Play speech", and then extract the characters involved.
Something like:
public …
Welcome to the community, @Tooa.
The "Reset To Idle" command only deals with the base layer, as it forces the playback of the idle animation which is always on index 0.
When did you download the Spine integration from the wiki? I update…
Version 1.81.6:
* Added: Performance improvements when saving games that already have saves present
* Added: Option for Direct-controlled games that use Player Vicinity detection to still require the cursor to be over the Hotspot for interaction
* …
Is the interaction icon being displayed as part of the Interaction menu, rather than an actual cursor? That is, clicking the icon should run the associated interaction - as with the 2D Demo (Choose Hotspot Then Interaction mode).
If so, then the i…
So this is to do with the Menu, rather than the cursor?
Which aspects of the Menu, specifically? I'll still need to see a screenshot of a texture Inspector that has the issue.
Are you using Gamma or Linear colour space?
As I mentioned earlier in…
I'll need more details - please share comparison screenshots of the issue, and let me know your AC/Unity versions, your render pipeline, your Cursor Rendering mode, and the Inspector of the cursor graphic's texture.
I cannot recreate the issue on my end.
If you view the ActionList at runtime, once the QTE Action has been run, does the QTE Action highlight in blue to indicate it is running? Do any relevant messages/warnings appear in the Console?
Putting asid…
For an exact recreation of the moving block puzzle in the video - where you have multiple empty spaces, and the user has to drag blocks to move them - you'd need to make use of a dedicated script/system that's designed for that purpose.
However, if…
It can be anywhere in the scene - an empty GameObject is best.
That way, once you've confirmed it works, you can prefab it, remove from the scene, and then use the Events Editor to spawn it in manually via the "Scene: Change: After" event…