The line is in the right place. Does it show in the Console? If not, it's layer is likely being moved by something else.
Does changing the layer back to Default manually cause the Hotspot to become interactive?
A menu can only appear in one place at a time. For menu to appear in multiple places, it needs to be duplicated through script.
A script that duplicates Hotspot menus so that they can appear when multiple Hotspots are highlighted can be found on t…
Indeed, it's not right.
You mentioned making customisations to the project - did this involve editing AC's code directly? The behaviour you're getting isn't something I can recreate without knowing the steps you've taken to arrive at it.
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What are your AC and Unity versions, and how are you triggering these non-standard animations? If you're saying these animations don't play in full, does the character return to their "idle" animation state?
The "Character: …
The change you've made looks fine to me, so far as the function call is valid. In what way it Unity complaining, if not a console error? Did you name this new script file HotspotEventExample.cs?
The original script without your addition should lo…
Welcome to the community, @Nonjudgement.
What are your AC/Unity versions, and does the button show when running in the Editor?
The button you're referring to is from the "InGame" menu in AC's default interface. By default, it will only …
It looks like one of your menus has an issue with its elements.
If you open up AC's Menu.cs script, line 351 should have the following code:
MenuElement newElement = _element.DuplicateSelf (fromEditor, ignoreUnityUI);
Immediately above it, paste …
My mistake, I'm afraid: the script wasn't accounting for the player's original position.
I've updated the post above rather than posting a new script, to avoid confusion for anyone re-visiting this thread in the future. Update your SnapPointsToY s…
Are you getting any camera-related messages in the Console around this time?
I can't be exactly sure from the screenshots, but it looks like you only have one "MainCamera" in the scene.
AC's MainCamera and CM's "Cinemachine Brain&qu…
The effects of a Remember component should be applied both when loading a save-game file and re-entering a scene. In my testing, the same Hotspot has its checkbox state restored correctly after switching scene and back.
When re-entering a scene, t…
Hi @MAC, I'm afraid I'm having trouble recreating the issue, but the change you mention was made to avoid a "snapping" effect when the comparison threshold was too great.
I'm hoping that lowering this value should be enough to sort both i…
If the object is on the Ignore Raycast layer, the Hotspot will be off. The Hotspot Inspector will mark itself as Off at runtime if this is the case.
What other components are on your Sprite object?
If it's the Hotspot itself being directly turned…
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I'm relieved to hear it!
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Yes - you can get the MainCamera's transform directly with:
AC.KickStarter.CameraMainTransform
The MainCamera is the one you'll want to read - other cameras (such as GameCameras) that are in the scene won'…
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Yes, that's what I was getting at. Though, I'm not saying it needs to - depending on your character's design, and use of sprite-swapping for e.g. the head direction, it's certainly possible that a single rig is all you need. In that case, …
It appears to work fine in my own testing - and the Remember system was unchanged since v1.72.4.
How does it behave on a fresh Hotspot that's unaffected by the Action? Create a new Hotspot, add the component to it, and then run the game: you shoul…
I don't see an attached script, but to adapt the code sample above:
public EraseProgress EraseProgress;public AC.Cutscene cutsceneOnComplete;private bool hasRun;...void Start(){ EraseProgress.OnProgress += OnEraseProgress;}private void OnErasePr…
Thanks for the clarification.
So long as its the Cinemachine Brain you make visible to AC (by attaching AC's Basic Camera component to it), then it can be treated like a regular GameCamera regardless of what Cinemachinr VirtualCamera it's actually …
This update will return the Cursor Rect Transform back to its original position once the effect is complete. You could replace this with a colour-fade coroutine if you wanted a fade out effect.
using UnityEngine;using System.Collections;using AC;p…
Welcome to the community, @ABABAB.
When it comes to character animation, it's certainly my hope that the choice of what technique/software to is more down to creative intent than technical limitation.
AC's 2D Demo's player character was actually d…