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ChrisIceBox

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ChrisIceBox
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  • Putting the others aside, then, let's call the Canvas with the issue Canvas B, and the one that precedes it Canvas A. In short: Canvas B is only interactive if Canvas A's GameObject is disabled outright, but when enabled Canvas A should be "tu…
  • Very odd. Does the interactivity return once the ActionList ends? Are you relying on Input System, or Input Manager (the default)? How many such Canvases do you have in the scene? Try disabling all except just Canvas 2, and also keep any AC Menu…
  • So, the fresh new ActionList was working, and later not working, without making any changes to it? Sorry, but I need to be clear: the Button also has an Interactable checkbox - this is also checked, as is that on the Canvas Group? If both are chec…
  • What is the state of the Canvas Group's "Interactable" field at this time, and is there a difference if you set the Change4a ActionList's When running property to Run In Background? If there's no difference, try manually disabling the ent…
  • Thanks for the details. To be clear: is the Button completely non-responsive, or does it change colour when selected, only clicking has no effect? Do you have a script attached to the Canvas? Passing the "Turn On" / "Turn Off"…
  • It shouldn't come to having to rely on a new Unity / laptop, but I do need to know as much detail as you can share. What messages are now appearing in the Console? The Guard's Hotspot collider in the package you sent me needed to be enabled, and r…
  • This is for a 2D game? It's possible through custom scripting, as you can teleport an NPC to a dynamic position in the scene with the Teleport function. It'd be a bit tricky to know where exactly to re-position the NPC to, however, as you'd also n…
  • Object: Transform can work with characters, provided they have a Moveable component and aren't moving at the time. If they move with a Rigidbody, you'll also need to check Move With Rigidbody in the Moveable component's Inspector. To apply smoothi…
  • No problem - reviews are always welcome!
  • What are your AC/Unity versions? By "Object turn off" - are you referring to a custom Action, or "Menu: Change state"? I'm not clear if the Canvases you're using are linked to AC's Menu system or not. Keep AC's Status box open…
  • It's not dumb at all - as the integration should work without such hassle. If you'd like to revisit this, share a screenshot of how the CinemachineMixerController script appears - particularly around line 32.
  • What are your AC/Unity versions? You won't need to check for the variable in your Cutscene - the script will handle that for you. You will, though, need to fill in the Inspector fields of the script's component. Make sure your climbDownCutscene i…
  • (Quote) This'll be fine. It's not possible to reference a prefab child object directly once you leave Prefab Mode, hence the need for the Constant ID system. When the Action runs, it'll look for the object in the scene with the same ID number, and…
  • Having made the changes to the animation names, what messages now appear in the Console - and are you applying those changes back to the original prefab? (Quote) What's the exact behaviour having done that? Is Grace still seemingly "blocked&q…
  • Looks like this is because you've defined an ActionList on create asset that runs an Inventory: Add or remove Action to manually add the resulting item to the Player's Inventory. This item will be separate to the resulting item - effectively givin…
  • When gathering a menu Button's text, the text gathered will be that of the Button text field inside the Button element's properties in the Menu Manager, rather than the text in the Text UI component. If you set this text field to e.g. [var:0] - eit…
  • You can move a RectTransform with the Object: Transform Action, provided you've attached a Moveable component to it. Alternatively, if you control the movement with animation, you can use the Object: Animate Action, setting the Animation engine to …
  • You can do this with the Object: Animate Action, setting its Animation engine field to Mecanim. This will allow you to control a specific Animator component. If you're controlling an Animator on a prefab, you'll also need to make sure that AC affe…
  • It's less to do with the original file, and more with the way Unity is rendering it. In the texture's Inspector, try toggling the sRGB (Color Texture) option. Otherwise, you may need to switch your Menu's Source to Unity Ui Prefab and rely on a UI…
  • Thanks. The images don't offer much clues - the game appears to be in regular gameplay when entering the scene the 2nd time. It looks like the Console has more messages than those being shown in the screenshot, however. If you clear the Console w…
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