What's your AC version, and which object in the Canvas prefab have you assigned in the Menu's RectTransform boundary field?
Is Duplicate for each line? checked? Try attaching a Canvas Group component to the prefab's root, and assigning a Fade tran…
Looks like you're on the right track. You don't need to use an ActionList: Run Action to run the Interaction and set the parameters, however - you can incorporate the parameter values into the prefab itself.
Your ActionList with parameters can be …
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What's your AC version, and what platform are you building to? A bypass for this check should be provided in the latest release, in the form of the PlayerInteraction script's hotspotsPreventCameraDragging variable.
When modifying ControlsR…
What are your AC/Unity versions?
You shouldn't need additional Actions to end the movie - a single Engine: Play movie clip Action, with Wait until finish? checked, and Hold last frame? unchecked, should be enough.
The exact behaviour you get when …
So long as the Actions reference the original Container prefab, they should record/rely on the Constant ID value.
I'm forgetting myself re: spawning it at runtime, however. As of 1.78, there's an easier way to automate this by using the Events Edi…
The "Adventure Creator" source option relies on Unity's ImGUI system, which doesn't offer as much control over Unity UI, and is a little "at the mercy" of Unity itself.
In general, I find it best to use for rapid prototyping, wi…
If you're using the "startup scene" method, you'd need to temporarily place a copy of the Container prefab into the scene you want to test - or otherwise find a way to begin testing from the startup scene.
For example, your startup scene …
What are your exact AC and Unity versions, and how are you rendering the Menu? The most reliable way to render dynamic content is to use Unity UI and its Content Size Fitter component.
Pink typically indicates an invalid material/shader. What render pipeline are you using, and what shader does the TintMap object's "Default-Material" use?
Quick note: Tint Maps were introduced long before Unity's 2D URP. URP brings with…
AC's regular startup behaviour won't kick in inside a loading screen, but you can run an ActionList manually with a simple script attached to it:
using UnityEngine;public class LoadingSceneCutscene : MonoBehaviour{ void Start () { GetC…
What's your AC version?
When player-switching is enabled, the Scene: Check Action will provide a "Player" field that you can use to specify which Player's previous scene to check.
If you set this to Active Player, though, the Action shou…
Thanks for the details.
2D point-and-click is the tricky one - as you can't rely on collision nor dynamic rebaking to limit movement on the NavMesh.
If the boxes are always arranged in a grid, however (at least when not moving), you might be able …
Would this be in 2D or 3D?
You can attach a Collider to a block, and a Rigidbody to your Player, to prevent them from passing through it. However, the NavMesh may also need updating depending on how the Player is controlled. Is this for a Point-a…
I'm afraid all I can glean from the logs is that the animation names "idle" etc in Grace's Player component do not match those in the Animator (i.e. "idle_D"), which was also the case with the files you sent me.
I appreciate thi…
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The Canvas has the Remember Canvas Group attached?
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Do they duplicates all overlap, such that the "top" one will block interactivity to those underneath?
If you have a scene that has nothing but these Canvases, move the sc…
In the component's Inspector, set the "Is In Tree Local Variable ID" field to 2. This field refers to the ID number of the variable to check (to the left of its name in the Variables Manager), rather than the value itself.
If you know that the NPC will be out of view when the cutscene starts, then you can teleport them to a Marker just to the left of the camera when it begins.
Create a Marker, position it to the left of the camera, and then parent it to the MainCamer…
The filename of the AC script the error references has been modified, from "MenuLabel.cs" to "MenuLabel (2023_01_07 20_44_12 UTC).cs".
I don't know what's occured with the files, but you're probably best off removing the "A…