Does this occur when both scenes are fresh AC scenes, without anything custom? This includes your "EventSystemNew" object.
If so, replace your Managers with the default/demo set - if that works, revert your Managers one by one to see if …
Welcome to the community, @Stegibel.
You can change any Manager field through script by right-clicking on a field's label to get an API reference to it.
However, in the case of respositioning the Subtitles menu - I'd say it's better to instead hav…
I've updated the script to avoid the need for the mirror character to have an AC Player or NPC component - try it now and share screenshots if you have any issues.
Unity's Navigation tab will bake a NavMesh that is broken up into smaller chunks if the geometry suits it - it doesn't need to be one large connected mesh.
Having a character traverse between NavMesh gaps via pathfinding requires the use of Off Mes…
If you set your Settings Manager's Interaction method to Choose Interaction Then Hotspot, and then check the Cursor Manager's Set Interaction with specific inputs? option, then Input button fields will appear inside each Interaction icon's propertie…
No, you should have it - though currently this only shows if Items can be re-ordered in Menus? is checked in the Settings Manager.
I will look into exposing this option if this is unchecked.
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In the case that an InventoryBox element has a m…
The cursor's size won't affect how easy it is to click a button - it's interactive position is still determined by a single point. Increasing the button size would be the way to make something easier to click.
Can you share a screenshot to illustr…
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ActionTemplate : Action { public override ActionCategory Category { get { return ActionCategory.…
I'm still investigating how feasible a direct integration (i.e. within the Menu Manager) would be - it's a very different workflow.
It's still possible to integrate things indirectly, however, since the click reactions for AC UI elements have are a…
Since RuntimeCanvas is what AC will affect when turning a Menu on and off, it should certainly be set if the UI prefab has been spawned in the scene.
runtimeCanvas is assigned at the bottom of the LocateLocalCanvas method:
if (menuSource == MenuSo…
Rely on Sprites Unity, and then in a backup/duplicate project, update to the latest release - issues related to this topic were recently addressed.
If the issue remains, share screenshots of the Animator and Action and I'll attempt a recreation.
The label appears as part of the "Hotspot" menu in AC's default interface. Menus can be selected and edited in the Menu Manager.
From here, you can either delete the Hotspot menu, or lock it (to prevent it from turning on) by checking St…
You're using custom Actions - I couldn't say what the issue might be without knowing the code behind them.
An alternative approach to using Cinemachine with AC is offered by rtwarner in this thread.
Once you've created a transition in the Animator (that uses the Trigger parameter as a condition) to play the animation, you can type that parameter's name into the Action's "Parameter to affect" field to invoke it.
If the Subtitles UI is…