Try inserting an Engine: Wait Action of -1 second to delay the next Action by a single frame.
However, the best way to react to a change in Player character is to rely on the OnSetPlayer custom event. This event will be fired once a new Player has…
Make sure that your script's filename matches the name of the class - in the above case, SpeechBubbleDummyText.
Since this thread began, you can also get this behaviour from the "UI template: Speech bubble" template from the Downloads pag…
Recreated - though I'm not 100% convinced. To my mind, if you've cycled through some Hotspots, and then move, that same Hotspot should still be selected.
You can replace the Hotspot Detector component with a subclass that handles this, however:
u…
The script above relies on the Default Sound for audio playback - you can modify it to play from elsewhere it necessary, but the intended way to play music is to rely on AC's Sound: Play music Action. This will play music from a dedicated Audio Sou…
Thanks for the details.
This sounds like an unfortunate byproduct of the Renderer component's isVisible property, which this check relies on.
I'm not sure what the most reliable workaround would be, aside from keeping it in mind while testing.
You can use the Hotspot: Enable or disable Action to disable the Hotspot temporarily, or use the Hotspot: Change interaction Action to disable a specific Interaction within it.
Thanks for the details.
My hunch is that this is related to Addressables itself. From my own testing, it seems that preloading an Addressable scene requires that the assets within also be marked as Addressables.
As a test, try creating a fresh sc…
You'll need to start with an Objectives UI canvas that displays a list of active and completed Objectives, and then add Images to the left of each in the Hierarchy. Give them the green "tick" sprite and line up things so that the layout i…
I would need to see the project for myself to get to the bottom of this. If you're able to PM me a .zip of your project with instructions, I will take a look.
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Is this to say the scene itself is not loaded upon switching, after preloading it? What specifically is seen?
AC doesn't handle the process differently when in a build vs the Editor - the behaviour may be related to the Addressables system…
The script above relies on a Unity UI-based Objectives menu.
Each of the default menus work with Unity UI - set the Menu's Source property to Unity Ui Prefab to use its Unity UI counterpart. Updating the Menu's appearance is then a case of modifyi…
To be clear: are you looking to use Rewired for this?
AC input readings can be modified by assigning a delegate override to PlayerInput - see the Manual's "Remapping inputs" chapter for details.
This approach is used by the Rewired integ…
The presence of the pixel camera effect shouldn't interfere with the raycasting - and that wouldn't explain the Pause menu not showing.
I'll need to know the details mentioned above. You're welcome to PM me a link to your project if necessary, alo…
What are your AC and Unity version numbers?
The turning should indeed be linear. I've followed your steps of using the 2D demo assets, but I'm having trouble seeing the problem occur.
Are you able to create a new Cutscene in the 2D Demo scene tha…
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Sorry, but to clarify: with AC's Controls asset, it works with the default Player Input component, but not the provided Controls Reader?
I am attempting a recreation, but if you can PM me a project that I can test with, it will help ensure …
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To be clear: you're referring to the Camera associated with AC's "First-person Camera" component?
I can't recreate such an issue - is the latter component present in your Player's Hierarchy, and are there any non-AC components pre…
What are your AC and Unity versions?
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Making sure the NPC's main collider is on the Ignore Raycast layer should be the right approach - you can test this by attaching a Hotspot to the root object (that has the main collider) and see if that'…