With which input, the mouse?
The Scale processor should - by default - be attached to the Mouse inputs for both the CursorHorizontal and CursorVertical actions in the Controls asset. Is this not the case?
Welcome to the community, @Darius0o2.
The Unity Editor window doesn't allow for non-built-in windows to display if a script compilation error exists in your project. Check your Console - are any red error messages appearing?
Otherwise, what is th…
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By plural, are you including the test project we discussed earlier - or is that working completely?
If it's working, it may well be some other setting in your project propert that's interfering. It could even be another asset. Try searchi…
A piece will be placed in a slot so long as you click the Hotspot - the position isn't accounted for, and the piece will be moved to the same position when dropped.
If you don't drop the piece on a slot, it'll remain where it was - you can make the…
Try removing the Rigidbody and Collider components - the retro-mode option is intended for 2D characters, and they aren't strictly necessary if a character is only moved through pathfinding.
Is that to say that the scene is always bright if there are no active lights?
That may be a behaviour of your render pipeline / shader - but it's not caused by AC.
Try keeping that or another light on at all times - you can always move it off-scre…
Keep it an None Enforced - that should prevent AC from adding borders.
If you have another asset that affects the camera, could that be causing them? Create a new scene and initialise it with AC's Scene Manager - do they appear in there?
Highlight textures with AC menus are drawn underneath the items - the same behaviour can be found in the two demo games.
Unity UI offers the ability to render overlay textures above, but you can alter this for AC menus by swapping round lines 1104 …
Thanks for the details.
If I'm understanding right, it looks like this is down to a bit of a quirk of the Timeline window, whereby it can look the same when you have the Timeline asset selected vs the one in the scene - with the latter only being a…
That's right - as the data is stored in your Profile, it's independent of save-game files.
Again, for a true test you need to exit/enter Play mode. The options are updating correctly in your video, but you aren't restarting Play mode.
As the issu…
Rather than detecting input directly, it's better to check if the Player isn't moving/talking while in gameplay:
using UnityEngine;using AC;public class RespondToWait : MonoBehaviour{ public float waitTime = 10f; public ActionList actionList;…