Try checking Wait until finish? - it may be that the sound is destroyed before being heard due to the scene-change.
If that works, have the AudioSource be set to a persistent object - which you can do by attaching the Survive Scene Changes componen…
The scripts should still be compatible - but the scripts above went through a few iterations. Make sure you copy the second go at the HotspotDescription script, not the first.
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The error messages suggest AC was only partially imported - you'll need to import all of AC (especially its Scripts folder) when updating.
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This is a case of the Game window's "Gizmos" button being enabled - expand the Game…
Welcome to the community, @zmcbryde.
It sounds like the "Chat Log" template over on the Downloads page is your best bet - at least as a starting point.
This template allows speech and Conversation options to appear in a single text box. …
Are you enforcing an aspect ratio within the Settings Manager? It looks like you have letterboxing in the build screenshot, which'll occur if the screen's ratio is less than the enforced.
AC's aspect ratio enforcement doesn't affect the game windo…
The component works by processing audio played on the AudioSource that's on the same GameObject - is the character's root AudioSource playing audio?
Try testing outside of Timeline - if you're using an Animation track, there may be a conflict. Is …
Are you using the Scene: Switch Action to handle the scene-switching?
You can precede this with the Sound: Play one-shot Action to play an AudioClip without need for a dedicated Sound object.
What are the properties of the SetupPauseMenu asset (make sure to select the right one, you can find it assigned as the Pause menu's "ActionList when turn on" field)?
Try altering the When running and/or Unfreeze 'pause' Menus? options.
Recreated, thanks. I will put a fix out in the next release.
In the meantime, copy/paste the following to the top of PlayerMenus' CheckForDirectNav function:
if (!KickStarter.stateHandler.CanReceiveInput ()) return;
I'll need to learn more details about the situation.
What are your AC/Unity versions, is the character taken from the Sample content, or have you built them using the character wizard? Any screenshots you can share of both your Settings Manager, a…
Welcome to the community, @Valagost.
Yes, there is currently a hard-limit of 50 with the default save handlers.
You can amend this by opening up SaveFileHandler_SystemFile and altering the MaxSaves property at the bottom as needed. This property …
That's a novel way around it - but no, there's no ScrollRect element equivalent in the Menu Manager.
You can, however, attach a Canvas Group component to the object, and use the Object: Visibility Action to control its alpha.
Are your Menus relying on Unity UI or Adventure Creator as their source? The preview option only works for Adventure Creator menus, while in a scene that's been set up using the Scene Manager. Previewing Unity UI menus is a case of opening up the …
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It sounds like you're controlling the simulated cursor, which is used instead of the mouse cursor when your Input method is set to Keyboard Or Controller.
See the Manual's "Keyboard or controller input" for details, but the Hotspo…
It looks as expected - the Menu's Size % setting is fixed, scaling up with the screen size until you reach the aspect ratio limit.
Unity UI is the answer.
I'm not clear on your setup - is this to say you have a single ActionList, called by two separate objects?
So long as the ActionList asset has Can run multiple instances? checked, each running of it should be independent - otherwise, running it whi…