The Inspector fields of the PlayerStart are only used to determine which is used, if not the default. If you only have a single PlayerStart, and it's assigned as the default in the Scene Manager, it'll ignore the "Previous room" fields.
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It does, after modifying the Demo Managers with the following:
* Check Items can be re-ordered in Menus? in the Settings Manager
* Check Directly-navigate Menus when paused? in the Menu Manager
* Set the Inventory menu's Appear type to Manu…
Welcome to the community, @sturgical.
First off - my apologies for the delayed reply. I'm afraid I missed your post yesterday.
In the case of AC Actions and Editor fields, AC relies on its own "Constant ID" system to link scene and pref…
There's no "one size fits all" approach - it really depends on the specifics of your project.
The Manual's "Performance and optimisation" chapter covers AC-related tips you can look into to improve load times. The "Use Tim…
Welcome to the community, @Alex877.
A tutorial on AC's crafting system can be found here.
However, be aware that in AC's terminology, "crafting" refers to a special inventory-combining system that's available in the default Crafting menu…
Welcome to the community, @Iniction.
If the "Load Game" button is part of an AC menu, you can set its Click type property to Turn On Menu and then type in the name of the Menu you wish to turn on underneath. The default Load menu is name…
You can remove the Player component, not just disable it.
The script appears to be working in the sense that it's now sticking to the Player character - you need to play with the Position Offset field in its Inspector to move it to the side.
The s…
Strange indeed, though if it is a case of graphics then I'd say AC isn't involved here - I'd expect you'd get the same issue if you weren't switching the scene using AC.
You could test this with a custom script that calls Unity's LoadScene function…
The script required both characters to be placed in the scene file, with the "Original Character" field mapped to the character in the scene Hierarchy - not the original prefab.
I have updated the script with an "Is Player" chec…
Technically, it's less of a bug and more of a limitation of the "Override options?" feature. Intuitively speaking, you're quite right to expect the outputs to update as well, but they are separate entities.
I am looking into a way to res…
Which script are you referring to - CustomFlashHotspots or the discussed changes to AC's Highlight component?
In AC 1.75.2 and later, URP's Lit shader should react to AC's Highlight effects.
Attach a Marker component to the target GameObject, and then use the Action's Copy Marker method - you'll then be able to assign the GameObject's Marker.
Back up your project first, but you should be able to automate this process via the "Auto-add save components to GameObjects" button in the Settings Manager.
Create and attach to your Player a new C# file, SkinSetter:
using UnityEngine;using Spine;using Spine.Unity;public class SkinSetter : MonoBehaviour{ public string[] newSkinNames = new string[0]; public void LateUpdate () { SkeletonA…