What platform are you building to, and are you using a custom save-file handler?
There was a fix applied to the way update times were recorded, but it may be that you'll need to rely on new saves rather than existing ones for it to kick in.
Are so…
Your cursor appears to be hidden in the video - I'm not sure what you're manually changing.
If the variable's Link to field is set to None, the connection will be one-way - i.e. the variable will update the Animator parameter, and not the other way…
The data listed in your screenshot relates to the Json-formatted backup data of your lists - not the ActionLists themselves.
By default, AC takes a backup of your ActionLists every 10 seconds. But, given you're using version control, this shouldn'…
Yes, that's it exactly. Keep "Hide cursor when locked in screen's centre?" checked, so that locking the cursor keeps it hidden.
To lock/unlock the cursor at runtime, you can use the Player: Constrain Action.
If you're looking for Action 3 to remove the Inventory item you're checking for in Action 2, then you can check the P icon beside the Item to remove field and set it to "2: item" - i.e. the same parameter assigned next to the Inventory ite…
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Yes - the bypass option was introduced in v1.82.0.
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Does the save you're loading take place in the scene you're already in? If so, you'll need to check Always reload scene when loading a save file? to force the scene to reload.
Is that to say the Menu turns off completely?
Open up AC's ActionQTE script and comment out the line:
menu.TurnOff (true);
Does that cause the Menu to remain on screen, and the Win/Lose states to show?
If Use loading screen? is checked in the Settings Manager, Scene: Switch Actions will have an additional Bypass loading screen? option that can be used to limit its usage to just loading save files.
With your approach of instead running an ActionLi…
Are you referring to the A* Pathfinding Project?
An integration can be found on the AC Wiki here:
https://adventure-creator.fandom.com/wiki/A*_Pathfinding_Project_integration
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A Sound object is required for the Action to work, but a lack of it shouldn't prevent the rest of the Action chain from running.
If you want to play a sound without a Sound source, use the Sound: Play one-shot Action instead.
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The "B" key in the Input Manager refers to the keyboard key - not one of the four buttons on the side of a gamepad.
For that, Input Manager uses the "joysick button #" syntax as covered here:
https://docs.unity3d.com/6000.2/Doc…
You can assign an Icon texture in the Settings Manager's Hotspots panel that - if Display Hotspot icons is set to Only When Flashing will show when the FlashHotspots input is pressed.
For greater control over what happens at this time, a custom scr…
Following your settings, the issue I'm finding on my end is that the Menu is turned off automatically following the QTE completing - meaning the effects of the animation aren't visible. Is this the case for you?
Are you referring to the cursor graphic?
While an item is in transition via the mouse cursor, you can enable the "Inventory icon" so that the cursor's graphic changes to that of the Item's texture.
This behaviour can be configured via th…