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You can uncheck Auto-hide Interaction icons based on Hotspot? in the Settings Manager to have all of your Interaction menu's icons display, regardless of their usage in the Hotspot being clicked on.
I'm not sure what you mean, otherwise. P…
The Player component's ID property represents their unique identifier when a game has multiple Players.
The active Player's ID can be read with:
AC.KickStarter.player.ID;
If the "0" is the correct Player ID, then yes - is this the default? How many Remember components are on each of your Players?
Json-saving can have an issue when it comes to multiple Remember components on a single object if any of them …
In what AC/Unity versions, and does your project/scene rely on any non-AC scripts or packages?
There's not enough info here to guess as to what the issue might be - try batch-disabling sets of objects such as all Hotspots, ActionLists in turn to se…
Welcome to the community, @KarterAKA.
The bar you're seeing is the default Inventory menu - if the player is carrying any inventory items, they'll appear here.
If you have no need for this menu, you can either lock it (to prevent it from turning o…
The "Save-game file Manager" presents data in a readable way regardless of format, but if you want to alter the format itself you can do that with:
SaveSystem.FileFormatHandler = new MyClassName ();
FileFormatHandler_Xml and FileFormatHa…
Welcome to the community, @rafael_1996.
Inventory items, (global) variables, and objectives are all game-wide/global properties, referenced by unique ID values. The main issue with merging two branches that affect such properties is that you'd hav…
Yes, it's an issue with the template - not AC itself.
I've updated the package - download and import it again, and it should be fixed. Thanks for the report.
I'm not following why the character's position is affecting the cursor's, but when it comes to Triggers you should avoid "Continuous" Triggers where possible.
If you want to "undo" the effects of a Trigger when leaving it, you c…
You need to instruct AC to reset your game back to its original state. Instead of the Scene: Switch Action, use the Engine: End game Action's Restart Game command to return to your game's first scene.
If you're uncovering issues, then I thank you for bringing them to my attention. Please know that - frustrating as things may be right now - we will get to the bottom of them.
I'm here to help. If need be, you can PM me a link to your updated pro…
No variable should be necessary - volume levels are saved automatically. What are your AC / Unity versions?
If the PlayerPrefs is being updated, then it sounds like the Music volume is being updated.
If you change the volume, then restart Play mo…
You would need to write a custom save file handler, which supports cloud saving.
AC's default save file handler will store save games as separate files on your system - with an alternative storing them in PlayerPrefs.
See the Manual's "Custom…
Good to hear.
NavMeshAgent will work with AC characters, but since the two both deal with controlling the position, you'll need to also attach the "NavMesh Agent Integration" component to make it work properly.
Never mind the above: recreated the issue.
Open up RuntimeLanguages, and replace:
private void OnDisable (){ EventManager.OnChangeLanguage += OnChangeLanguage;}
with:
private void OnDisable (){ EventManager.OnChangeLanguage -= OnChangeLang…
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Are you finding this occurs in the latest release as well? I'll need to see your Settings and Cursor Managers, as well as the Hotspot Interaction, to try to recreate this.
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Are all of your Managers re-assigned after the update? Wha…