AC must be placed in "cutscene" mode for speech to block gameplay - either through script, or the use of an ActionList. Running a Timeline manually will not cause speech to block gameplay.
I'm not entirely following your meaning with "scroll" - are you referring to updating a character's position? And is this for a 2D game?
If you want to move a character in a fixed way - i.e. up a rope - you have two options:
* Animate t…
As this a visual/animation problem that's difficult to convey through words, a video or gif would be helpful to explain things if you can share one.
I'm assuming the camera in question is a GameCamer2D?
For the camera to scroll automatically, howe…
What are your AC/Unity versions now?
If you're looking to save the checkbox state of a Sprite Renderer, Remember Visibility is the right component to use. The alternative would be controlling things through animation, and using a Remember Animator…
I suspect that's unrelated - be sure to exit Prefab Mode before running the scene.
Check for anything else, and please share the images I'm asking for above.
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If you attach it to an object that survives scene changes, it'll appear in every scene automatically.
Examples of such an object are the Player prefab (if spawning in via the Settings Manager), or the PersistentEngine prefab inside /Assets/…
Prepare a test scene that contains a Variable: Set Action that sets the variable, and check that saving the game in that scene afterwards causes the issue.
Then, create a .unitypackage file of the scene, and your game's Managers. PM it to me, and …
You can't control the state of a scene unless it is open at the time, so updating it in the scene's "OnStart" cutscene is the way to go.
If you don't want to rely on a Global Variable, you can use the Inventory: Check Action to check if t…
Your other thread overlaps this topic, and in that I'm suggesting the use of separate interaction icons for each input.
Let's see if that's the right approach, first. If so, we can look into a custom script that updates icon graphics based on a va…
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If it comes to it, yes. But some amount of coding will be necessary even without it, as the behaviour is very specific - and depends on other factors e.g. how/when are such inputs valid, how many are shown at once etc.
Either way, the firs…
You will need to rely on a custom script to handle custom inventory behaviour, but it'll be considerably easier if you can allow for ingredient items to be placed in a crafting menu - even if they are moved there with single clicks to the inventory,…
What is the result of checking Duplicate for each line? in each of your Subtitle menus?
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Where are they shown, if at all? Non-player speech Timeline tracks rely on Constant ID values to connect the character at runtime - do your NPCs have C…
What do you mean by "negative Limit"?
The picture has no context. Is the active camera in the screenshot one of the "four cameras"?
You mention Timeline - is the behaviour the same when switching cameras without it?
As the Menus in the the Menu Manager don't represent the "live instance" of the menus, their appearance at runtime shouldn't be a factor in things. The same change in fields can be seen with the 3D Demo's Menus, which all have UI counterp…
You're dealing with a UI? Is this on a menu spawned in at runtime?
Please elaborate with screenshots.
Are you using Addressables to refer to saveable assets, or unique names in a Resources folder? (See the Manual's "Saving asset references&q…
Your Object: Animate Action has no Animator assigned, meaning it has no Animator controller to manipulate.
You've also set the "Clip" name to that of the GameObject - this should instead be the name of the animation inside that Animator C…
What was the result of testing the latest release, and what platform is active in your Build Settings?
Place another Log just above the last line of the same function:
Debug.Log (variablesString.ToString ());
What does that show, stacktrace inclu…