It's necessary if you're enforcing an aspect ratio in the Settings Manager - is this the case?
I can't be too specific about what the exact issue is without seeing the properties of the UI components. If you'd like to PM me your UI prefab, along w…
Thanks for the report.
Could you share your AC/Unity versions? It looks like you're not using the latest release, so I'll need to look back and see if this has since been addressed.
Looks good! Just a small tweak.
The HasRelevantInventoryInteraction function refers to the Hotspot's useButtons List, which contains the regular "Use" interactions that don't involve inventory.
You just need to have it instead reference…
The component will also have no effect while in Edit mode. If you're getting red "X" boxes in your prefab's preview window (suggesting a RectTransform has a negative scale), then that'll be an issue with the RectTransform default values.
…
Indeed, it's the save system that requires the most consideration when porting to an unsupported platform. Each platform has its own save-game requirements/restrictions, and - in the case of Xbox - these are behind NDAs.
However, AC allows you to …
It may be an Asset Store / Unity issue - while the error you're getting is marked next to AC, the error itself isn't referring to any of AC scripts.
You should contact the Asset Store's support team about this - they'll be better equipped to advise…
Welcome to the community, @dordin2.
If English shows but not Hebrew, it may be a rendering issue.
What is your Menu's Source property, are you relying on TextMesh Pro, and what Font asset are you using? You'll need to ensure you're using a Font t…
Don't remove any objects from the UI - but you'd need to remove the Graphic elements from the Menu.
The script must be attached twice - one for SFX, one for Music. Anywhere on your prefab is fine, as the fields are all assigned in the Inspector.
…
To prevent "Walk to" from showing when over empty space, go to the Cursor Manager's "Walk cursor" panel and uncheck Prefix cursor labels?.
To have specific Hotspots show "Walk to xxx" when over them (unless another ico…
Where is the camera in relation to the Hotspot, and is the issue limited to just this Hotspot - or are others affected as well?
For a Hotspot to be detected by the mouse, the space between it and the camera must be free of other Colliders on the &q…
You can click this message in the Console to "ping" the affected object in the Hierarchy.
It's coming from an Auto Correct UI Dimensions component that has no Transform to control field assigned. If the component is attached to a Menu's …
Yes, OnAfterChangeScene is the event to use here.
You can also rely on the Events Editor to handle this without scripting, however. The "Scene / Change / After" is the editor-equivalent of the above, which can then be set to run the Acti…
You'd need to move the "Admire this", "Talk to" text to the Cursor Manager, listed under individual Cursor icons.
That way, you can have the Hotspot "book" rely on a Use interaction mapped to "Admire this", e…
It should just be a case of adding the Shift buttons manually to the Menu.
Add a new Button element, set its Click type to Offset Element Slot, have it reference the SavesList element and have it shift e.g. Forward by 6.
Clicking it should then gi…
Thanks for the details.
It does sound like a conflict of some sort - though the ControlsReader script generally doesn't affect anything outside of it, only reading data.
A few things to try - these won't be the "answer", but may help get…
Welcome to the community, @M_Maks.
This may be down to the pathfinding recalculation taking a few frames to update.
Could you share a screenshot of your scene's NavMesh - both in the scene, and its Inspector?
AC provides two pathfinding algorithm…
Unchecking Unfreeze 'Pause' menus? should allow for this - I've tested this with both Engine: Wait and Camera: Fade, and they run correctly on my end.
With the Camera: Fade Action, however: you'll need to set the Behaviour when paused to Continue t…