You're using the mode in a way that's not intended. My advice above has been to do away with that and override the Direct movement facing direction, which is the intended way of overriding the character's facing direction.
If you wanted to continu…
Is it when using the necklace on the gloves, or only the other way around?
Check the "Initial slot" field in the gloves' Arranging Puzzle Piece component - is it set?
We'll need to check the Actions that run before the change occurs.
Try bypassing certain Actions to see which ones cause the issue - start with the "Camera: Fade" Actions as the issue occurs while faded out.
A "slot" Hotspot's "Unhandled inventory" interaction is run when using an item on it.
This is required to be defined, but is normally left blank, as the script handles the interaction itself - but you can add regular Actions e.g…
I can't recreate such behaviour.
What are your AC/Unity versions, and is this for a 2D game? If so, check that Hotspot A is closer to the camera than Hotpsot B.
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It's part of AC's Input System integration package, which I recommend using if you want to switch over to Input System. It's available over on the Downloads page.
If you weren't using it, though, it's likely the issue is down to the limita…
Double-check the Apply function is being called - open your Events Editor and check the Action being run.
You can also add a Debug.Log line to the GraphicOptionUI script's Apply function:
Debug.Log ("Apply data. Got existing? " + (graphi…
You're referring to the Cursor influence panel of a GameCamera?
You can control the field values through script when selecting/deselecting a Hotspot - but holding it in place would be more difficult.
As this is a visual problem, can you share a sh…
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When using Input System, you'll need to have Use Enhanced Touch Support checked in your Controls Reader prefab, but it should work fine when using the older Input System.
However, multi-touch not working with Unity Remote is not supported I…
If the Arranging Puzzle Manager's Selected Piece Position is set to Follow Cursor, the selected piece's position will be based on the Sprite Renderer's Sprite Sort Point value. If you set this to Pivot, you can control where it appears relative to …
The "Camera lock snapping" feature is available for Direct movement only, as a it assumes the game is played in third-person.
Are you actually in "first person" view, or just leveraging the behaviour of First Person's control me…
It's possible, but is a bit tricky.
To show the Inventory bar, you'd use the Menu: Change state Action to turn on your Inventory menu - but this'll only work if its Appear type is set to Manual, and not its default Mouse Over value. Alternatively,…
The Light2D gets disabled at the start because of its own "Enable on start" Inspector field.
Pause the game, and see if disabling other GameObjects affects the lighting.
Are you using a custom fade texture on your MainCamera?
Through script, you can toggle the GameCamera 2D's "Lock" checkboxes, which will prevent AC from taking control over it - but this'll also mean it'll no longer be bound by the constraint settings.
Rather than having your script control th…