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ChrisIceBox

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ChrisIceBox
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  • If this is subscene-related: how is it that you're managing your scenes at runtime? Are all your scenes added to Unity's Build Settings? Particularly for 2D games, it's generally more manageable to limit your open scenes to just one at a time - wi…
  • You can only play one Music track at a time - so if you play your Menu music, you'll end up stopping your scene music, and will have to resume it after closing the Menu. The difficulty here is knowing which track to resume at this point - because i…
  • To clarify: the Remember Hotspot component is used to record a Hotspot's on/off state in save data. If you're not changing its state at runtime, you don't need to add it. In the cases when you do, however, there'll be a Hotspot state on start fiel…
  • Your approach to controlling the cursor is entirely Animator-based, meaning the script will affect Animator parameter values rather than the cursor's appearance directly. Adding the parameters is not enough: you must also create transitions that re…
  • If you use a "dummy" Player object in your Timeline, you can remap it to your "live" Player by checking Remap bindings? in the Engine: Control Timeline Action.
  • If it's a case of having the scene retain any changes made to it since starting the game, you'll need to set it up with the necessary "Remember" components. Again, see the Manual's "Saving scene objects" chapter for detais. If …
  • May be case of the Character's "Skeleton animation" field being empty.
  • If you add a new Integer parameter named "CursorID", you can have it set to the active cursor's ID value by adding the following in your script's Update loop: _animator.SetInteger ("CursorID", KickStarter.playerCursor.GetSelecte…
  • (Quote) The issue is that you have an instance of the script in your scene with no Hotspot assigned in its Inspector. (Quote) They will need to be incorporated into your exising custom script, so how you do so exactly will depend on the specific ne…
  • Is the issue that you don't know which scene to return to - since you can enter the same puzzle scene from multiple others - or that the scene's situation is not preserved upon re-entering? See the Manual's "Saving scene objects" chapter …
  • You're right, AC isn't involved here. You're better off asking on the Unity forums, but I'd expect that - since StreamingAssets is a requirement - it's not required in the URL field. The filename alone should be enough.
  • (Quote) AC's GetSaveSlotScreenshot function can be called to retrieve the screenshot for a given save game - this can be incorporated into an OnMouseOverMenu event hook to update the texture of a RawImage component: private void OnEnable() { EventM…
  • I would guess that you are adding a Skin that does not exist / cannot be found.
  • (Quote) InventoryOnlyHotspot.cs (Quote) An easier approach would be to read the value of the GetElementOverCursorID function in your Update loop. This could be mapped to a new Integer parameter in the Animator, e.g. "MenuOverrideID": in…
  • Welcome to the community, @farzam_smi. You can lock a Menu to prevent it from showing even when its "Appear type" condition is met. If you want to have your Menu show during gameplay, but only in special scenes, check Start game locked o…
  • (Quote) The script you have posted is not the script the error is coming from. (Quote) Since your "Unity UI cursor" component does not have the "RawImage to control" field assigned, you must update the cursor image by hooking in…
  • The Inventory interaction for using the Crosshair and the Jar needs to be defined within the Hotspot for the Jar in the scene. The Jar does not need to be defined as an Inventory item, unless you want to be able to carry it. See the way the "…
  • "case 1 returning 2" is there to modify the sprite direction from left to right by adjusting the Animator's "Direction integer" parameter. If you want to modify the direction of the sprite manually, you can do it either by inver…
  • Cursor options are available in the Cursor Manager. If its Cursor rendering field is set to Software, you can adjust the size values beside each cursor type.
  • You can adjust this length via the "Conversation Delay" field in the Dialog component of the scene's GameEngine object.
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