A known issue, I'm afraid. It's related to the way Unity's GUI requires updating the internal matrix to allow for zooming. It's something I'd like to address but not entirely sure it's possible.
It sounds like a case of the ActionList somehow becoming corrupted.
If it crops up again, the second error can be fixed by replacing the same script's line 2259:
if (currentAction.NumSockets == 1 && currentAction.endings[0].resultAction ==…
Attach this and use the Object: Send message Action to run its Show and Hide functions.
using UnityEngine;public class ToggleComponent : MonoBehaviour{ public Behaviour componentToControl; private void Show () { componentToControl.e…
If it's a separate effect, you'll need to repeat the process of creating an animation, and then affecting it's appearance through script.
Start by creating the animation you want to show, i.e. two objects becoming one, which will be needed before a…
Please don't crop your screenshots.
The Hotspot collider must be a trigger, and must be on the Default layer.
If it's on the root object, uncheck Turn root object in 3D? in the Player's Inspector. Otherwise, place the collider + Hotspot on the Pl…
At what point does it show? Each time a subtitle appears?
Try locking your menu(s) in turn to see which one is linked to the bar. If a menu is locked, it will not display even if its Appear type condition is met.
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These are bugs with the package - thanks for the report.
I've updated the package with the following changes:
* Fixed characters turning their head to the wrong direction
* Reversed the animation frequency effect
* The Action now requires …
If you're using Hardware cursor rendering, it involves your system's cursor. Disabling AC cursor system in the Action won't hide it - it'll just stop AC from controlling it.
Is your "Display cursor: Never" setting your regular cursor set…
Welcome to the community, @FanFanya.
This isn't a built-in "perspective type" in AC's settings, but it should be possible to achieve this using panoramic texture attached to a sphere.
See this thread covering the same topic. I'd recomme…
For turning on/off a light in URP, you can either use an Animator sub-layer, or use the Object: Call event Action to disable/enable the 2D Light component.
It'll be more efficient to rely on skeletal animation if you plan to carry multiple items.
With frame-by-frame animation, you'd either have to create full-body animation sets for the character carrying each item, or carefully animate the position o…
If the interaction makes use of the Inventory: Add or remove Action to add or replace an item, the OnInventoryAdd event should still be called. It should just be a case of also triggering the animation - how are you doing so currently?
If you uncheck Result is automatic? in the Crafting menu's "Output" element, then crafting is performed by manually running an Inventory: Crafting Action.
You can precede this with an Inventory: Check Action to ensure this only runs when …
The Scene Manager can be used to show/hide AC objects including Collision Cubes, but otherwise it's a case of using Unity's built-in tools i.e. the Gizmos button at the top right of the Scene window, or the visibility icons to the left of object nam…
Welcome to the community, @shtwophell.
What are your AC and Unity version numbers?
Though the error appears when clicking the button in the Settings Manager, the error itself is coming from Unity, and it looks like it's having trouble finding the …
What were the circumstances at the time this message started appearing?
Open up AC's ActionListEditorWindow.cs file, and replace line 2287:
if (currentLastAction.endings.Count == 1 && currentLastAction.endings[0].resultAction == ResultActi…