If the Player was falling through the floor, it sounds like the game thought it was a 3D game, and not a 2D one.
This is set in the Settings Manager's Camera perspective setting. It might be that it wasn't saved somehow, or the wrong Settings Mana…
How do things look in the Scene window? Is the Background missing from there as well, or is it a Camera issue?
It may be that the Camera is positioned in the same Z-position as the Background, causing it to not be visible.
Be sure to attach a Con…
What's your AC version?
Volume levels from spawned "Sound" components should sync up with the game's Options, but you'll need to rely on the Sound component to play any audio: using the AudioSource's Play On Awake option will bypass the s…
What are the settings for the Action? Are you playing from a specific AudioSource, or assigning an optional Position Transform?
If neither, the sound should be played at the Camera's position. If the Camera is moving, though, the sound will remai…
If you're using AC as the Menu's Source, you'll need to have set all the elements' Position properties to Aligned, and the InventoryBox element's When slot is empty property to Disable Object.
These two changes will cause each element to be positio…
Through scripting, you can check if the Player is running with:
AC.KickStarter.player.isRunning
If you want to make this check at the point the user double-clicks in the scene to run, you can hook into the OnPointAndClick custom event. This could…
Separate discussions are preferred if possible - as it aids others searching with similar issues.
The Player: Constrain Action can be used to limit vertical movement.
Is it possible the InventoryBox element is being navigated, but without visual feedback?
Try re-enabling it, and then navigating right a dozen times (to go through all the slots) - does it then select ShiftRight?
If so, make sure that the Hotspot …
If you temporarily hide the InventoryBox element (by unchecking Is visible?), are you able to navigate right to the ShiftRight button element?
What keys are you using to navigate, and are they mapped to the Horizontal input in the Input Manager?
Is the ShiftLeft button highlighing green, even if you can't navigate the rest of the Menu? If not, are any other Menus turned on at the same time?
What are your AC and Unity versions, and is the game in gameplay before pressing the "Open Inv…
Reading input within an ActionList should generally be avoided, as it requires the Action to be running at the exact time you need to detect the input.
What's the Menu's Source property set to? The generic way to do this would be to have a regular…
AC will attach either a 2D or 3D collider to Hotspots based on your game's Camera perspective setting, as set in the Settings Manager's "Camera settings" panel.
This setting can also be overridden on a per-scene basis, but it'll say so at…
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Is the Menu set to pause the game? If the Menu is to automatically turn itself off, you can uncheck its Pause game when enabled? property.
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Yes - this should run normally after the above change.
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The demo uses Unity's built-…
No problem.
Custom events are a way of running extra code when AC performs common tasks - for example, when a speech plays, when a Menu is opened etc.
A tutorial can be found here, and more details can also be found in the Manual's "Custom ev…
"Hardware" uses the system's cursor, so in theory it'll be more responsive than "Software", which relies on a separate texture that follows the cursor.
The more advanced option is "Unity UI", which relies on a Raw Imag…
Typically, the cursor will change to the texture of the Inventory item when selected. You can override this, though, with the item's Cursor (optional) field in the Inventory Manager.
You'd need to set each item's "Cursor" texture to your…