The SkinExample script is unrelated to AC. It will not change the skin automatically, however - it's a case of calling its ChangeSkin function manually.
The main difference I'm seeing isn't to do with the Hotspots - but the Colliders. Your new Hotspot uses a 2D collider component, while the old one uses a 3D one.
Your colliders need to match that of your game's camera perspective. Is yours a 2D g…
The Interaction's "Player action" field is set to "Walk To". This will cause the Player character to move towards the Hotspot before the Interaction is run. It should be that the Interaction will run, but once the Player has re…
Welcome to the community, @ThreeCoast.
It looks like this is a case of the character's sprite not being at the same position as their root object - the speaker icon to the right of the character in the screenshot is their "root position",…
The Action and SkinExample script are doing two different things.
The SkinExample calls SetSkin to change the skin name, different to your Action which calls initialSkinName.
Adapt SkinExample to behave the way you want it to before attempting to …
The OnFinishLoading custom event is called after the save-game loading operation is complete:
private void OnEnable () { EventManager.OnFinishLoading += OnFinishLoading; }private void OnDisable () { EventManager.OnFinishLoading -= OnFinishLoading; …
I'm afraid I can't recreate the issue, despite using the same settings as your screenshots.
What is your Cursor Manager's "Cursor rendering" option set to, and does the issue persist if - in the Editor - you set the Settings Manager's &qu…
Debug mode can be found at the top-right of each component - see the bottom of the page linked in my last reply.
Aspect-ratio options are found in the "Camera settings" panel of the Settings Manager.
I can't recreate the issue, but this was previously addressed in AC v1.74.5. What version are you using?
As a last result, you'd be able to get around it by checking "Save sequence value" and assigning a variable.
You're fine.
The Required Manager Package field is just there to flag up a warning if the demo games are being run with the wrong Managers are assigned - just to help newcomers.
The NavMesh field is for a NavMesh "mesh" GameObject when u…
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If this is a case of the icon showing when the finger is pressed - and hiding when released (but not dragging), then the item is being selected and deselected.
If you wish to only select an item once the player begins dragging, set a non-ze…
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From a given InvInstance class you can access the item's texture with:
myInvInstance.InvItem.tex;
This is a raw Texture type - not a sprite. There's a few ways you can apply it to a scene object - apply to a material, convert to a sprite,…
Yes - you'll need to add your scenes to Unity's Build Settings before you can switch to them at runtime. You can access this menu from "File -> Build Settings" in the top toolbar.
Unity's official docs on this can be found here: https…
Further up in the "Save game settings" panel, set the "Reference scenes by" field to "Name". With that, and asynchronous loading enabled, the option should then show.
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You can - or should be able to. What's your Unity version, and how does the Description field appear for you?
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There's no getting around a full search of the project when syncing text in the Speech Manager and the original source. …
Your script is checking the element, and extracting the item instance that the mouse is over, but still referring to "hoverItem" to extract the property.
You can move the title check to a string field in the Inspector, so that you can use…
Welcome to the community, @isaacmarco. What are your AC and Unity versions?
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Are you saying that the item is still selected? If you can share screenshots of how it appears in-game, as well as your Settings and Cursor Managers, that'll help…