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AC will disable the scene instance of the linked Canvas prefab assigned in the Menu's properties, which should be on the prefab's root. Where is the background/panel in your Hierarchy?
If you wanted to control the visibility of a separate …
Recreated, thanks for the details.
I'm a little conflicted on this one: the issue is fixable, but it will invalidate existing save games by breaking float values in cultures that use commas for decimal points (e.g. Turkish).
As far as I can tell, …
The manner in which save-data is stored depends on your platform - what are you building to, or does this occur in the Editor as well?
If you open up the Save File Manager from the top of the Settings Manager, look for the Local Variables block of …
It's not a bug, exactly, but I agree that the two Actions should be consistent.
I shall update the "Object: Check visibility" Action to read the enabled state of Canvas components, and both Actions to work with Canvas Group components.
Sorry for not asking this earlier, but what are your AC and Unity versions?
Can you also share screenshots of your Settings Manager's "Inventory settings" panel, as well as the properties of both the Inventory menu, and its InventoryBox e…
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Thanks. Could you also share the speech line entry for a typical line that has an issue?
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No, but it will affect the display of text in-game. You will need to use a font that supports all characters involved - I don't believe this'…
Thanks for the video. It's a strange issue to be sure - not one I've come across before.
The code should work, and it looks like the item is being removed. It looks like a rendering issue.
We'll need to determine if this is Unity UI related. If…
You can assign an ActionList in your Load menu's SavesList element to run after the game is loaded, and in that ActionList add a Character: Move along path Action that uses the Stop Moving command to halt the Player.
Preventing the Pause menu from …
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Uncheck Unfreezes 'Pause' menus? in the properties of your ActionLists.
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This isn't AC-related, but a Canvas's Render Mode needs to be set to Screen Space Camera for it to react to post-processing.
Welcome back, @Blackbird!
These features are supported by Unity's Input Field component - if your Menu relies on Unity UI you'll be able to make use of it.
The Manual's "Unity UI menus" chapter covers the workflow on linking Unity UI wit…
Draggables are still bound by the rules of Unity's physics system, so "exploding" objects may be caused by two objects overlapping.
Align Along Plane constrains an object's movement (when being dragged) to the cross-product of the force a…
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A fair suggestion, thanks.
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A text tutorial and video on Player-switching can be found here.
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If you haven't seen it already, an alternative to the OnStart / OnLoad cutscene fields is to use the ActionList Starter component.
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You'll need to rely on an AC Global Variable so that you can sync its value with Options Data - see the Manual's "Options data" chapter for details.
Variables can be read through script - see the Manual's "Variable scripting" ch…
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Check that the mesh's faces are all facing the same way. However, it may be that the mesh itself is too complex for the algorithm - Unity's built-in Navigation feature is the recommended method for 3D scenes.
You can use your custom mesh a…
The Music and Ambience track options were created to get around this limitation. They can be used to handle the playback of music and SFX across scenes automatically, without having to place down and manage Sound objects in scenes.
The scene isn't being "begun" in the usual sense, since the Player is already present. Having OnLoad run in this situation is by design.
However, if you use the "ActionList Starter" component to trigger your initialisation Cuts…
You can hook into the OnHotspotSelect custom event - fired when a Hotspot is hovered-over - and either run a specific ActionList (by invoking its Interact function) or trigger that Hotspot's Interaction by invoking RunUseInteraction.
Here's an exam…
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Through use of the "Scene: Switch" Action? I was under the impression this wouldn't be used in an AR game.
Enable the AC Status window via the bottom of the Settings Manager - it should list the currently-active GameCamera if set…