What are your AC/Unity versions?
Are you assigning NPCs from the scene? Try making them prefabs and assigning the prefabs, so that the link is retained.
Do you mean to display one page at a time, providing the Player with arrow buttons to flip left/right between them?
The default Document menu provides this - but it can be added to a separate Menu by creating a Button set to "Offset Journal&qu…
That section of the Settings Manager also has a Highlight material override field, which you can use to replace the shader keyword that gets affected.
Does the use of either _BaseColor or _Color here make any difference?
Welcom to the community, @Kal.
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Which one? I'll see this gets corrected.
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Is this a case of the character turning, and then playing the idle animation of a different direction?
If so, the Character: Face object Action can be used t…
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You could feasibly use a script to alter your Hotspots, but it's likely more trouble than its worth. A variable checked as part of each other building's interaction would be the way to go in my book.
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It looks like a case of your Ho…
What are your AC and Unity versions? In the current release, AC should pick up on the use of URP and work with the Lit shader automatically.
Though, that the materials are greyed out may be the issue here - as it suggests they're read-only and can…
FlashHotspots is the input to use, yes.
The Highlight component's default brightening effect is dependent on the render pipeline and shader the material uses. What are these for the project/sprite being affected?
As well as the sprite itself brig…
That's essentially it - an Options-linked variable that updates the Manager option is the way to go.
You could call the "start game" code via the "ActionList when start game" asset so that it works regardless of which scene you …
Version 1.79.3:
Upgrade note
* If an InvInstance's data is overridden through script, its TreatOverridesAsSeparate must now be set to True to have it be considered a separate Item
* Added: If a "Character: Move to point" Action's targe…
It's a little dependent on the specifics of your project, so what works best for you may become more clear as your project develops - but AC has a few debug features to help.
So far as skipping to pre-set points in the game, you can define "pr…
It's a bit open-ended, as the default effect is based on your render pipeline and material.
What are your AC/Unity versions, what render pipeline are you currently using, and what shader do your Materials use?
If you can also share screenshots of …
Are either of the Menus set to pause the game when enabled? It may be a case of the game being paused (i.e. time frozen), so that the wait Action cannot complete.
Try adjusting the properties of the ActionList asset, either by checking Unfreeze 'p…
What is on line 946 of the PlayerInteraction script?
A little above, you should find the line:
if (hotspotMovingTo == hotspot && KickStarter.playerInput.LastClickWasDouble ())
Try replacing it with:
if (hotspotMovingTo && hotspot…
The link is private - can you make it public?
The Z-position of individual RectTransforms will have an effect in camera-space, IIRC. The best thing to do would be to pause the game when it occurs, open up the Scene window, come out of 2D mode and …
It's a case of the Canvas' Plane Distance field - which determines how far from the camera the UI is - needing to be lowered.
Unfortunately, this field only shows when the Render Camera field is also assigned - which isn't the case when dealing wit…
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If it's working, you may wish to leave as-is - but AC does have a dedicated Timer system you can access with the Variable: Set Timer Action.
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One thing that occured to me while writing the above is that the Character: Move to point A…