Use Action comments to help debug what's going on.
Comments can be enabled from an Action's cog menu. Write a comment for each of the Actions involved, and then enable their display in the Console window via the bottom of the Settings Manager - th…
Welcome to the community, @Ride.
The New Game Wizard will ask if you'd like it to organise your scene, but it's optional.
You can organise the scene - creating a GameEngine etc - from within the Scene Manager of AC's Game Editor window.
A series …
You'll need to make sure that the ActionList itself is not placing the game into "cutscene" mode. Check that its When running property is set to Run In Background in its Inspector.
(Quote)
For all such sequences, or specific ones? If yo…
(Quote)
If you're following the tutorial 1:1, that shouldn't be the case. The Freeze menu should only be turned on when not in your title-screen scene.
(Quote)
Black because that's the background of your title-screen scene?
Make sure that the log…
You're not sharing enough detail. What changed when moving it on the Z-plane that made you believe this was sorted, and what changed again when you found that it wasn't?
If the cloud is invisible, check that your UI is equipped to react to the scr…
The clickable-during-cutscenes option is typically reserved for instances that allow the user to skip-speech / access pause menus etc. Regular gameplay mechanics, such as accessing Inventory or Documents, are intended to be restricted during cutsce…
You can create a second camera, that is locked in position where you want the scene to be framed, and switch to it when the player approaches that part of the scene.
Place a Trigger in the area of the scene that should use the new camera, and then …
The InventoryBox element that displays Objectives is already gathering up the data you're looking for - just not displaying it in the way you want to. If you use a Unity UI menu with such an element that's hidden from view, you can make use of scri…
Remember Visibility won't work, but if you map the + button to a Button element in the Menu Manager, it's visibilty will be saved automatically when using the Menu: Change state Action to hide it.
Alternatively, you could attach a Canvas Group comp…
The workaround would be to move the ActionList: Run Action (with parameter settings) to an asset file, and then have your AL in the scene run it with a separate ActionList: Run Action (that has no parameter settings).
If this is in your Title-screen scene, then the game should not be paused if you're following the tutorial - as the "Freeze" menu should only be turned on if you're in another scene.
Check that your calls to turn on the Freeze menu match …
Welcome to the community, @midnightdojo.
It's an old Action that uses the old Action API, deprecated with AC v1.73.
A guide to changes made to the API can be found here, but I've attempted to update the wiki page with the corrections - have a try …
Check the Menu: Change state Action that triggers this - the only thing I can infer from the message is that there is a space after the name Inventory in the Action's field, i.e. "Inventory ", not "Inventory" (no quotes).
What's your AC version, and is the ActionList: Run Action being run from within an asset file?
Is there a difference if - rather than assigning the field from prefab mode - you drag the prefab into the scene, assign it there, apply changes and remo…