What kind of data are you looking to load? Depending on the amount/type, it may be best to rely on scripting.
Variables can be assigned presets in the Variables Manager, which are possible to assign in bulk either using the Variable: Assign preset…
Apologies for the trouble - I've no doubt this must be source of frustration.
It's not something I've seen occur, so I'll need to learn more about the details before I can get to the bottom of it, though.
What are your AC and Unity versions?
To b…
We should be able to get things working, but I'll need some more details to know the situation more fully.
To help isolate the issue, what is the behaviour like when hovering over Hotspots? Is the Hotspot label still in the corner, or correctly po…
(Quote)
I feel that appearing more accurate but isn't 100% so could be more problematic.
It is possible, however, to update a speech Action by transferring its default parameter to the Speaker field automatically through script.
For example:
usin…
If the yellow gizmo / root object is moving, then AC is working as intended - and it won't be forcing the child objects to remain in position. The behaviour you're getting from the XR Rig is down to the XR Rig itself - AC won't be involved with tha…
It can be done, but you'd need to make use of a custom interaction system, since AC's built-in one can 1) only be run while in gameplay, and 2) triggers an interaction instantly.
See the Manual's "Custom interaction systems" chapter for d…
The video doesn't show the issue occurring. What of the Animator Controller and Console at the time?
Is your Raw Image object connected to a Graphic element in the Menu?
(Quote)
Is this to say that other Hotspots - and Remember components - don't have this issue?
If so, what other details can you share about this Hotspot? Is it parented to another object that is affected by the save system?
(Quote)
Following your…
Welcome to the community, @Lonster.
You're correct that the default UI should work out of the box - each of the Menus should have their own associated UI prefab, enabled when their Source is set to "Unity Ui Prefab".
To go into semantics…
Technically, it may be possible to rely on e.g. the default parameter value, but as parameters are intended to be overwritten at runtime, such data added to the Speech Manager won't accurately represent which character says the line.
Can you elabor…
Thanks for the details - I believe I've recreated the issue.
It's still unclear where the issue lies, but I shall investigate further and update this thread.
(Quote)
You'll need to uncheck Transition? in your Menu: Change state Action if you don't wish to play the Off animation.
(Quote)
No. Animators on child objects of the UI prefab can be controlled with the Object: Animate Action.
Thanks for the details.
I suspect this isn't down to the size of the collider, but the fact that the system works by measuring the change in mouse position per-frame, rather than since the drag begins. If the mouse moves too slowly, that may cause…
Oddly, I can't recreate such an issue on my end.
By way of debugging, though, the end of the CompletionListener script looks like this:
private void OnCompleteAnimation (TrackEntry trackEntry){ if (trackEntry.Animation.Name == waitingAnimation)…
You must make AC aware of the animation by setting the Menu's Transition type to Custom Animation, and supply a Transition time (s) value that matches the length of the animation.
You can create a custom EventSystem for AC by assigning it as a prefab at the top of the Menu Manager.
However, both AC's Optional Mouse Input Module, and Rewired's Standalone Input Module, are both replacements for Unity's Standalone Input Module …
Raising the "Damping factor" should prevent the "slippery" feeling - though you'll need to reduce the "Max speed" to compensate.
Try values of e.g. 20 and 2 respectively.