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If a Hotspot's Highlight field is left blank, but there is a Highlight component attached to the same object, it will assign this automatically. Assigning it manually makes it clear that it has one in Edit mode, but functionally there's no …
Are you able to determine at what point this behaviour changed?
I'm not visualising the issue very well - how is scrolling occuring if you have fewer items than the maximum visible. Any screenshots/videos you can share to illustrate the issue will…
What are your AC/Unity versions, and which of the two Conversation Action types aren't running?
Your Play mode screenshot was taken while in the same scene as the referenced Conversation, I assume. Where in the scene is it placed, or is it set to …
There's no restriction on how many instances can be placed. Start with just one though, and place in Debug.Log statements inside each section of the Update loop to see what's being run and what's not.
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Does your SavesList element scroll? If not, GetOptionID will just return the same value you pass to it.
It's difficult to understand the specifics of your situation, but if you're in need of getting a Save ID value from a given index value…
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The display of each Hotspot's icon is handled by the Highlight component. If you are just using icons, and not affecting any renderers in the scene, you can just attach the Highlight component to the same object as the Hotspot and assign it…
The use of Sorting Maps to control sprite layers / orders are generally not necessary anymore. They're still useful for affecting character speeds/scales are they move around, but the sprite sorting is best handled by Unity, which has since been up…
What is your current implementation, and in what way is it not working?
If you can share screenshots of everything involved, along with details of what's going on vs what should be happening, I'll see if I can spot the issue.
Just replace OnDrawGizmosSelected with OnDrawGizmos to have the Gizmo show at all times.
No Remember scripts are necessary - you're not changing any data at runtime. Check the component's Inspector after a scene-change - are the values still corre…
It's a pixels value - raise the offsets to larger values to see its effect.
The other cursor rendering option is Hardware, which uses the top-left for Inventory items by default.
Your script only reads the character's movement direction - which isn't 100% always the direction they're facing, and won't be set when standing still.
What you can do, however, is check Turn root object in 3D? in the Player's Inspector. What this…
What was the result of the original code above? That is, manually assigning the GameObject involved (loadSlotButton) and using that to retrieve the index via GetSlotIndex and then GetSaveFile?
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If you're experiencing an issue with save orde…
When using Unity UI, it's up to the UI to handle positioning. It can be done through animation, or script.
Is Unity UI mode necessary here? Did you try the default values I mentioned in the Cursor Manager?
The other option is to resize / expand …
I can't recreate such an issue. Does this occur if you import the latest release after backing up your project?
To force-stop any music before loading a save-file, you can hook a custom script into the OnBeforeLoading custom event:
using UnityEng…
It should be possible without the use of Root Motion - which indeed, should be left alone whenever possible.
Are you using a separate Animator on the Player's sprite child to control their regular animation, to the one on the root used by Timeline?…
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What version of Unity are you importing to? You just need to get the right package for your project's render pipeline.
If your project uses URP (the default for 6.1), use this variant of the tutorial files:
https://adventurecreator.org/fi…