What are your AC and Unity versions, and in what way are you deactivating it?
The Remember Hotspot component will save a Hotspot's state based on which layer it is on - not the enabled state of the GameObject. You'll need to be using the "Hot…
Thanks for the details. It sounds like its a case of the Spine state callback not firing. I can't tell how this would be related to the presence of the "Character: Face direction", though.
I'll try to see if I can recreate this issue on…
If you're using a shared ActionList asset for multiple Inventory item Examine interactions, and then an "Inventory Item" parameter to control what's affected, then you can assign the parameter dynamically using the Set Inventory Interactio…
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Not so much the scale, but the distance between the "drag point", which is on the surface of the collider, and the object's centre, will.
What are your AC/Unity versions, and can you share your full Settings Manager?
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A local EventSystem will override AC's EventSystem for the duration of that scene. AC's own EventSystem allows for more robust direct-navigation of UI elements (and preventing mouse interactions while doing so).
This is made possible by AC…
By "middle of the area", you mean the centre of NavMesh 2 - not the area of the screen?
I can't recreate such an issue on my end.
In a backup / duplicate project, import the latest release - does the issue still occur? If so, share your…
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The OnHotspotInteract event is triggered at the time the Player clicks, and before the Player begins moving to the Hotspot - you can read its Button parameter's playerAction value to determine if the interaction involves moving towards the H…
Welcome to the community, @Essilias_Crow.
To clarify: you're saying that the Character: Animate Action runs indefinitely if there was a Character: Set direction Action before it?
Does the animation itself play?
I'm not the author of the Spine int…
Is this for a "background" ActionList, or one that blocks gameplay?
The running-state of ActionLists are not recorded in save-games because of the unpredictability in restoring their state.
However, the pause state of ActionList asset is…
You're welcome!
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AC's core scripts have a lot of interdependencies and orderings when it comes to the startup process, so don't add KickStarter to anything manually.
The "local EventSystem" message will show any time that AC is un…
If this was for a 3D game, you could make use of Unity's Root Motion features and be done with it.
For 2D, things are more tricky. A low Acceleration value would have them take longer to build up to "regular" speed, but for something mor…
Welcome to the community, @slama.
Thanks for the alert. Fortunately, it looks like Unity has re-uploaded the assets here:
https://assetstore.unity.com/packages/templates/tutorials/adventure-sample-game-76216
I will update the tutorial with the ne…
The integration script doesn't deal with Control Mapper - so there's no standard for what it "relies" on in terms of AC. It should be possible to use those Actions to trigger the ControlMapper's "Open" function, but can also be …
What do you mean by "back and forth"?
The script is designed to work by timer - so keeping the cursor over the button causes it to "click" and reset the timer before it can do so again. If you want it to only work once, change …
Welcome to the community, @Barnim.
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Editor fields for a specific component type only accept prefabs that have the component on their root - this is Unity's built-in behaviour.
If you want to keep your Player component on a child of your pre…