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You can check this by disabling the script component - it won't reposition or change the icon, but what happens to the size?
Though, your screenshot suggests you might have multiple Canvas / Canvas Scaler components involved - do both your …
I'd recommend being consistent with your Menu "Source" values, but strictly-speaking it is a per-Menu option, and the settings of one Menu won't affect another.
The main thing to be mindful of is that AC menus will always be rendered atop…
AC doesn't have it own audio system - it's still reliant on Unity's Audio Source / Audio Listener behaviour.
The Audio Listener is - by default - attached to the AC MainCamera object. At runtime, this should attach itself to the First Person camer…
The Auto Set Footstep Sounds component merely affects which sounds are played. Playback is still down to your Footstep Sounds component.
Can you share the Footstep Sounds component Inspector, as well as the expanded Audio Source it's set to affect…
What are your AC/Unity versions?
As your Trigger is set to Continuous, the Actions should be designed to run once (i.e. no looping), with the expectation for it to be run again if the Player is still inside.
Re-order your Actions so that it runs i…
You will need to backup and update your AC version to make use of the uncommented code.
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It depends on whether or not you have "Player switching" enabled in the Settings Manager.
If not, placing a local Player character inside the…
The Z-position itself isn't so important - it's more to do with its position relative to the other objects.
For 2D games, it's generally easiest to have your gameplay / sprites be at Z=0, with the camera pulled back to view it (e.g. Z = -10).
In y…
Thanks for the details. Apologies - I understand what you're showing now.
If you're getting a compilation error, then the custom Inspector won't load, nor will the prefab display properly. You can check this from the Console window.
Which AC ver…
It sounds like this is a case of altering the verb - as set in the Cursor Manager's "Interaction icons" panel - rather than the name of the Hotspot itself.
Hotspots can be renamed at runtime, but not the names of these icons/verbs.
Inste…
GetTotalIntProperty etc are a part of the InvCollection class - which holds the raw inventory item data for both Containers and the Player.
The functions within the Container class itself are just helpers - if you read its InvCollection property, y…
The script doesn't affect the size of the icon - only its size and position is controlled by it.
You should be able to recreate the behaviour by setting the Game window's resolution to different values, with and without the script. It may be that …
Open up RememberContainer and remove the code block:
else if (!string.IsNullOrEmpty (data.collectionData)){ Container.InvCollection.DeleteAll (); List<InvInstance> invInstances = InvCollection.DataToInstances (data.collectionData); f…
You're referring to the Combat Example?
It's been updated quite a bit recently - are you using the latest version? Backup/duplicate your project and try the current release.
Preset animation curves can be assigned, and created, at the bottom of the Curve editor window. Click the cog icon in the lower left to access them. This is more of a Unity topic rather than an AC one, though.
Using the Object: Transform Action a…
If you opt to use Unity's Addressable system for scene-switching, added scenes will be loaded asynchronously:
* Back up the project
* Import Unity's Addressable package from the Package Manager
* Add "AddressableIsPresent" to the Player s…
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Is this a custom script? You'll need to refresh my memory, if so.
If you're using Unity UI, the scaling will be dependent on the Canvas Scaler component. Can you share screenshots showing the setup?
That's right - the template system is a recent introduction. I'll add a note about this in the video's description, thanks for the prompt.
The file in your screenshot is the script file - not the Template asset itself. You can find that - Templat…
Saving isn't possible during cutscenes - if a gameplay-blocking ActionList is running (other than the one with the Save: Save or load Action is run), then saving will be prevented and reported in the Console.