Thanks for the details.
If I'm understanding things correctly, you should be able to prevent this with the Categories.
If you check Limit by category? in the InventoryBox menu element, items in non-selected categories won't be displayed. You may …
The data suggests that the Music state isn't being recorded - only what was previously playing.
I can't recreate the issue, however - neither in v1.70.4 nor in the latest release.
You say this only occurs in certain scenes - is there a pattern to …
Do both Menus have their Source property set to Adventure Creator?
This option renders a Menu using Unity's ImGUI system, which has been known to have colour space issues.
You can try altering your Project's "Color Space" in the Project …
Version 1.80.2:
Upgrade notes
* The Player script's SetHotspotHeadTurnLock function has been replaced with the LockHotspotHeadTurning property
* The PlayerMenus script's SetManualSaveLock function has been replaced with
* Added: "Hotspot: Che…
It is the same shape as the hole - I can only assume the two are linked.
Check your Console for related messages, and try rebuilding both the NavMesh and the Hole with reset Transforms (i.e. Position, Rotation and Scale values cleared to their defa…
I'll need details on how items are being selected in the scene - typically these are selected from the Inventory only.
Are you using the Inventory: Select Action to force the selection of an item?
The "Size" option is only available for AC Menus - i.e. those that have their Source set to Adventure Creator. You can ignore it - as I recommend the use of Unity UI anyway.
With Unity UI-based Menus, styling/layout control is handled by…
Welcome to the community, @catface.
The choices will be displayed in the Conversation menu. You should have a default Conversation menu to work with - but it's Appear type will need to be set to During Conversation for it to display at the right t…
Welcome to the community, @mohut.
Currently, this would require the use of scripting - to store such data in a separate component, that then links to the Objective via its ID number.
For example:
using UnityEngine;using AC;public class Additional…
A variable isn't necessary - you can use the Engine: Check platform Action to alter behaviour based on platform.
If you check Hide cursor when locked in screen's centre?, the cursor will be hidden when locked. You can then use the Player: Constrai…
Is this for a 2D (i.e. sprite-based) character? AC doesn't have an "import anim" button - is that from a separate asset?
If you have a png sequence, you'll need to use Unity's Animation window to convert it into an AnimationClip asset th…
To be clear: you have 7 instances of the Sound: Play music Action - each in the first scene of each chapter?
What are your AC/Unity versions, and are there any other instances of this Action that may be causing it to stop? You can use the Actions …
The simulated cursor is separate to the system cursor - its speed is set by the Simulated cursor speed setting, and acceleration by the inputs in the Input Manager.
From what you describe, though, it doesn't sound like you need it. Set the Input m…
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How about in Switch builds? We'll need to determine if AC is a factor here.
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Is that PlayerInput component the one attached to the integration's ContolsReader prefab?
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InputSystem does have a dedicated SwitchCurrentActionMap…
Welcome to the community, @Jarrowlad.
Check your Console window - there may be relevant messages appearing at runtime.
Can you share more details about your situation? What format are you importing animations with, and how are they assigned to yo…