Are you using TextMesh Pro?
This is now a per-Menu option. You'll need to check the Menu's Use TMPro components? option for it to rely on it.
All changes made to AC that you need to be aware of can always be found in the "Upgrade notes"…
The best way to sync different object animations together is often to use Unity's Timeline feature, which AC can control via the Engine: Control Timeline Action.
For the scaling: you can use the Follow Sorting Map component's Edit-mode preview opti…
Welcome to the community, @peachthyme.
1) The AC Local variable's value itself should get restored correctly - you can check if this is the case by viewing the Variable Manager's "Local" tab with Show realtime values? checked after loadin…
Thanks for clarifying.
You can use the Character: Move along Path Action, setting the Method to Stop Moving, to stop the Player character from moving.
If you run this just before your Dialogue: Start conversation Action, they'll be standing still …
Welcome to the community, @Marron121. Thanks for the clear details, and apologies for the initial trouble.
You've encountered an issue that caused changes made by the New Game Wizard to not get saved by Unity correctly after a restart.
This shoul…
I can't reproduce that behaviour - what are your AC/Unity versions, is anything else mapped to "c", and are any other (skippable) ActionLists running at the same time?
Welcome to the community, @lukek.
Thanks for the report - though I'm afraid I'll need a few more details to diagnose the issue. Could you share your AC/Unity versions, as well as error message in full (stacktrace included), along with screenshots …
Automatically, the game will become paused if any Menu with Pause game when enabled? is checked.
Each Active Input has a Available when game is field, though, and this can be set to Paused to have it react during this time.
An NPC can be part of the prefab that gets spawned in.
The associated Action logic would need to come from ActionList assets, but if all the Paths / NPC objects are a part of the prefab, and the movement doesn't involve pathfinding, they should wor…
A Menu's Source is shared by all elements within it.
If by rewriting, you're referring to the Menu's logic, it shouldn't come to that, though. You can alter a Menu's Source, and link each element to a Unity UI component, without changing their oth…
Welcome to the community, @GRiMGOD.
You can normally allow for mouse-up interactions by checking Interact with Hotspots by releasing click? in the Settings Manager's "Interface" panel.
However, this is when dealing with Hotspots in the n…
Copying save files isn't the simplest option, in my opinion.
You can still have animations using the alternative technique - either embedded within the Menu UI itself, or by spawning in an animated background prefab at the same time.
Welcome to the community, @Scox.
Are your mentions of "Walk To" and "Pick Up" clicks referring to the "Nine verbs" interface? If so, I'm assuming this is for a 2D game - but please correct me otherwise.
To be clear: …
If I'm following you right: this is a case when you have two ActionLists running at the same time? One that turns the Menu on/off, and another that ends with a scene-switch.
It may be that the scene-switching ActionList is being skipped first - en…
Thanks for the details.
This may be an issue with Unity, given that there's a difference between builds and the Editor. What platform are you building to?
The most reliable way to resolve this would be to switch your Menu's Source over to Unity U…
The system cursor should only be visible in the Editor, yes. You can hide it here, too, by unchecking Always show system cursor in Editor? in the Cursor Manager.
Yes, indeed - thanks for pointint it out.
You can fix it by inserting the following - I'll do the same as part of the next update:
newAction.videoPlayer = videoPlayer;
This'd be a case of renaming "InteractionB" in your Input Manager to something custom, e.g. "Close", so that AC has no automatic reaction to it.
You can then define an Active Input that listens to "Close", and runs an …
Welcome to the community, @Anxious_Asparagus.
It's possible to have Actions run in real-time (i.e. ignore the paused state), but the conditions are very specific:
* Use an ActionList asset, rather than a scene-based ActionList
* Set its When runni…