If you're porting to Xbox, what is your SaveFileHandler? It's in that script that updateTime is set.
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If both are negative, is that to say the oldest one has the largest absolute value, or the one closest to zero.
v1.74.2 is very old now, …
What platform(s) is your game available on, and how are you providing the save/load game feature to players? With AC's default menus, or custom ones / ones with ActionList logic?
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Are you able to reproduce this behaviour?
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Unfortuna…
I'm not seeing a reason to involve multiple scenes from your description. You can attach a Timeline to a prefab, spawn it in (with Object: Add or remove), and then play that Timeline back using the Engine: Control Timeline Action - all within the s…
Welcome to the community, @JakesTheFox.
AC's Player and NPC components has a Motion control field that - when set to Manual (as opposed to its default Automatic setting) - prevents AC from affecting its Transform values, leaving a separate controll…
I can only speak generally without seeing the specifics of your setup / desired behaviour, but a separate scene shouldn't strictly be necessary. You could spawn in the animation as a prefab, and/or use Timeline to handle the animation.
You've said you modified AC to call SetTrigger to allow for this - which lines, exactly?
The latest release has made this change officially. It would be worth testing it in a backup/duplicate project.
To be clear on the problem: it's that the IsControllerConnected parameter isn't linking to the Variable?
The video shows a warning in the component about the variable's Link to field not being set to Custom Script. Is this the case?
Is your video being pulled from Youtube? The logs mention a Youtube link being blocked. It sounds like this is an issue with WebGL being able to access the video you're referencing.
@armaan Would you mind giving this script a test? It's an adaption of your changes with some tweaks:
using UnityEngine;#if ENABLE_INPUT_SYSTEMusing UnityEngine.InputSystem;#endifusing AC;namespace StarterAssets{ public class StarterAssetsInputs…
Are you using Input System or Input Manager for your input handling?
The issue may be that AC relies on mouse input when testing touch-screen games in the Editor, and - if I understand correctly - Simulator mode is still considered "in Editor&…
Your clicked parameter is not being stored as the slot index, but the slot ID, which are not always the same.
Change the Save: Manage saves Action's Save to delete to Set Save ID.
You'll want to move the Player using the Character: Move to point Action, not the Hotspot's Walk To Marker option, with Wait until finish? unchecked. The Camera: Fade Action should then have Wait until finish? checked, followed by the Scene: Switch…
Are the parameter values correct at runtime?
Since your Hit state is the default, you'll need to ensure Can Transition To Self is checked in the transition's properties so that it can re-start the Hit state if it's already playing.
What are your AC/Unity versions, and what platform are you building to?
Is the background music that plays a part of either the 2nd or 3rd scene, suggesting it's loading but not visible?
Are you loading scenes via Build Settings, or via Addressabl…