It's possible - if your Active Input Handling is set to Both, then both Input Manager and Input System will be able to affect input. If you're getting unwanted behaviour, try setting it to Input System so that Input Manager has no effect.
1) Text from a Canvas will only be picked up automatically if it's linked to an AC Menu.
To pull non-AC text into the Speech Manager, you'll need a custom script that implements ITranslatable. The Manual's "Custom translatables" chapter …
You can create custom Options settings by linking them to a Global Variable.
Create a new Float variable named Brightness, then set its Link to property to Options Data. It's value will then be stored in the Profile data, along with Volume, Subtit…
"Touch events" as in specific touch inputs, or all touch input?
Try enabling Use Enhanced Touch Support in the EventSystem_InputSystem prefab the template generated.
Can you share screenshots to illustrate the way the two Menus overlap? I cannot reproduce this using the default Pause and Options menus (changing the Pause menu's Options button to run an ActionList that turns on Options without crossfading).
Thanks for the heads-up. What version were you previously using, and did you update Unity at the same time?
The errors just look to be minor warnings related to some of the Demo's assets. I shouldn't expect they'd impact on AC's usage.
Not necessarily - if the autosave process is only invoked once the loading process has completed, it should be fine.
Are you using custom code for this? Share if so, and I can check.
It's because your Animator component has Apply Root Motion checked, which means that the character's motion is tied to their animation.
Adjusting the Walk / Run speed scale values will affect the size of the Animator's MoveSpeed float parameter, bu…
Version 1.85.4:
* Added: Ability to change the cursor icon when hovering over SavesList menu elements
* Changed: "Input: QTE" Actions no longer turn off their "Menu to display" if it was already on to begin with
* Fixed: Compati…
If you uncheck the Speech Manager's Can skip with mouse clicks? option, then dialogue progression will only occur when the "SkipSpeech" input is invoked.
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Support for Unity 6.3 was included in AC v1.85.4, released yesterday.
Don't import the Downloads package - the latest version of this is included within AC itself.
If you imported, remove the /AdventureCreator/Downloads/Input sytem folder, and then use the New Game Wizard's "Modify existing" option to impor…
Thanks for the explanation - though I'm on the fence about an official change. There'll likely be instances where such a rotation isn't wanted, and AC as a rule only controls Menu positions so that their rotations can be manually controlled.
A cus…
Unchecking Unfreeze 'pause' menus? ought to keep it Paused, but some Actions won't work correctly while the game is paused.
Being in Cutscene mode shouldn't allow regular gameplay input, however.
Implemented through script, as in - custom scripts?
Certainly the system you've shown in your screenshots is particularly complex, and while the logic looked sound, it would be worth reverting to AC's default Save/Load menus - at least while testin…
What are your AC and Unity versions? The error lines suggest you're using the "Downloads" version of the Input System integration, whereas there's now an official one built-in to AC itself.
I'd recommend uninstalling this one and using t…
I've dug as deep into the files as I can. They're corrupted at the point of saving.
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I'm not sure about that. The issue that the fix above was for wasn't widely reported, so I don't believe it's that widespread.
If you're getting reports …