Please include your AC version when supplying code line numbers - the lines you're mentioning don't match up with the latest release.
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I would need details on the specific issue you're looking to solve - ideally with a practical example.
Co…
It's a case of having to spawn the UI into memory. Again, compressing the texture assets and reducing its memory footprint will improve things.
Since the lag occurs when the UI is loaded for the first time, it may be preferable to preload it ahead…
The Hotspot menu can be modified to have additional elements. A Graphic element can be used to display the "E" as a texture.
For the two lines, it's best to separate the text into two separate Label elements, and have both get their text…
I'll need to see things on my end at this point. If you can create a .unitypackage file of the scene and the assets involved e.g. the collider's mesh, PM it to me and I'll take a look.
Edit: Never mind - I've recreated the issue. Thanks for the d…
The buttonPressed parameter refers to the click state of the mouse - or its keyboard equivalent. 1 = left click / InteractionA, 2 = right click / InteractionB.
If you're looking to have left-shift be an additional input requirement (so e.g. left c…
Welcome to the community, @stevesmith272.
Just to chime in another option for future reference: it's also possible to rely on Unity's regular animation system. If you attach an Animator to the door, and assign it a pair of animations (closed and o…
Try replacing your Remember Transform script with the Remember Scale one above. You mention instantiating the Player with it, but with Players you should rely on AC's automation of this instead.
If you need a Player to be spawned into the scene at…
You can force the de-selection of any item by placing an Inventory: Select Action inside your Container menu's "ActionList when turn off" asset, and have that Action deselect the active item.
A Hotspot's interactivity and detectability are synced. If you're looking to separate them, you'd have to make it always be interactive, and modify the way the Interaction behaves at the point of the player clicking.
One way to do this would be to…
Such an option may make things overly-complex, now that I think about it.
In your ActionList: Check parameter Action, uncheck Check own? and have it reference the ActionList asset file directly. That should have it check the asset's parameter, whi…
The lag in the Editor appears to be when the phone menu is turned on, but at runtime it appears to be when the conversation menu turns on. Are you referring to the same menu in both recordings, or experiencing lag with both of these menus?
How hea…
Raycast settings are for Hotspot detection and interaction.
If you want Hotspots to be interactive if within a certain area of the Player, you can set your Settings Manager's "Hotspot detection method" to "Player Vicinity", and …
Recreated, thanks for the bug report.
To fix, open up AC's Highlight script and find the CancelFlash function around line 259:
public void CancelFlash (){ if (direction >= 0 && highlightState == HighlightState.Flash) { dire…
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I'll need more details on this to understand and recreate the issue exactly.
Are inactive Players being affected at the time the Trigger runs, or are they affected when made active afterwards?
Are multiple Player characters in the scene at…
It depends on where the platform intends for save data to be stored, but AC's behaviour of storing files on the machine is only by default.
See the Manual's "Custom save formats and handling" chapter for details on this topic. AC provide…
Don't go changing every instance just yet. Without seeing your actual character, I'm only making suppositions.
Does using the Character: Change rendering as it is for the moment at least cause the scale to be correctly changed after reloading?
Le…