No problem. Are you using Unity's Profiler to detect such spikes? If so, enable "Deep Profile", and drill down to show the origin. Share a screenshot and I'll try to decipher.
Version 1.78.2:
* Added: "Objective" type to ActionList parameters
* Added: Option to the PlayerInteraction component to always prevent camera-dragging while a Hotspot is selected
* Changed: The PlayerMenus script's MakeUIInteractive and …
I need to see screenshots of the issue itself - i.e. the scene, the NPC, the NavMesh, and their Inspectors.
If the Menus aren't appearing, check your Menu Manager - are the default set of Menus listed?
You can't filter by other state types, but you can filter by category.
From v1.78.0, it's now possible to assign Inventory Categories to Objectives, so another approach may be to create separate "Hint" Objectives that's linked to the orig…
It sounds like the OnEnableInteractionMenus is what you're looking for. It's script-only, so you'd use something along the lines of:
void OnEnable () { EventManager.OnEnableInteractionMenus += OnEnableInteractionMenus; }void OnDisable () { EventMa…
Oh dear, a silly mistake on my part. Thanks for bringing it to my attention, I'll see this addressed in the next release.
To fix, open up AC's MenuCrafting script and replace line 399:
if (!InvInstance.IsValid (invInstance))
with:
if (InvInstan…
Thanks for the report, I'll look into it.
What are your AC/Unity versions, and have you noticed this occuring in the Editor as well?
Is the 1.5Mb per-save including the screenshot texture? The filesizes involved do sound quite large - if you can …
What variables are you looking to preserve?
The intended way to save custom data about a scene is to rely on a custom Remember component - this tutorial has details.
"Pause the player" as in prevent interactivity?
The Engine: Manage systems Action can temporarily disable the Interaction and/or Movement systems during gameplay. If you ran this at the start of a background ActionList, and another to re…
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Specifically, the left-click to close?
If you have a separate Examine menu, you could make the Menu itself span the full-screen, with (invisible) Buttons on each edge that close the Menu. That way, wherever you click, it'd react.
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It's possible to alter Manager fields at runtime through scripting - see this tutorial.
One approach would be to rely on the OnHotspotSelect and OnHotspotDeselect custom events to set this to Touch Down when selecting a Hotspot that has the "A…
Yes - v1.78 introduced the Events Editor, which can handle this.
In the top toolbar, choose "Editors -> Events Editor". In the new window, create a Container: Close event and click the "+" icon to assign an ActionList asset …
It's not possible for ActionList assets to reference Local variables, as they exist in the scene.
Could you share a screenshot showing how the Action appears in the Editor? It should display a message to this effect.
To have a scene-based Variabl…
What is your AC version, and when did these issues begin?
An issue related to UI interactivity was introduced in v1.78.1 - a fix for this will be out shortly.
How many of these issues occur with the package's example scene?
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This behaviour is set in the Arranging Puzzle Manager's Inspector. Set the Selected Piece Position to Follow Cursor to have it move when selected.
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In the Settings Ma…
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This'll be expected - as you're turning off AC once the NN Action runs. When AC turns off, so too will the ActionList.
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This sounds like an issue with the NN Action - technically, it's this Action that is waiting for the NN script t…
Typo - sorry about that, try it now.
I believe I've found the cause of the issue within AC, however. It's a bit of an edge-case, but I'll add a checkbox to the GameEngine's Player Interaction component for you to adjust the behaviour in the next u…