These aren't issues specific to AC, but with how Unity's animation system works.
If you move your animation to be shared by your Player's animator, you'll need to update the animations themselves to match it.
Since the Player's Animator is now a p…
The "Menu" input is not strictly necessary, but it's used by the default interface's Pause menu.
Keep it defined, but then rely on a separately-named input to turn on your Pause menu if you rely on it.
What is your AC version?
Enable the AC Status box at the bottom of the Settings Manager. What does it say when the menu is on but unresponsive?
For music to play while the game is paused, you must specifically allow for it by checking Can play wh…
You can't use the system cursor with a controller, but if your input method is set to Keyboard Or Controller, and menus are not set to be directly-navigable, then the game makes use of a simulated cursor instead.
This cursor can be moved with input…
By "Size", you mean orthographicSize?
If the Camera is Orthographic, you should be able to update it just fine - but you may need to do so in LateUpdate rather than Update, to avoid conflict with AC.
A custom script can be used to update a Global Integer variable by one every second:
using UnityEngine;using AC;using System.Collections;public class TimePlayedRecorder : MonoBehaviour{ public string variableName; private GVar variable; pr…
That's correct - disabled components are not considered by the save-game system.
This script on the wiki provides a means of storing a Remember component's data inside a Global String variable. It's intended for objects that are spawned/removed, b…
What are your AC and Unity versions?
Is the Player moving as part of the Interaction ActionList (Character: Move to point), or as part of the Hotspot's Player Action field? Please share screenshots of the relevant Inspector.
Set your Player to th…
What is the Appear type property of your Pause menu?
A menu set to On Input Key, and pauses the game, will crossfade when turned on if. That is, it will turn off all other menus so that it is the only one visible.
There are two ways to control yo…
You can't declare the value of a menu outside of a function, because the menu itself only exists at runtime.
It's also the case that runtime Menus are stored in PlayerMenus. MenuManager is used to store the original Menu data, but these are copied…
Try keeping both the Rewired Input Manager and AC Input Rewired script in the same place.
For now, place both in a pair of scene files (the one you're starting from, and the one you're transitioning to), and remove them from your prefabs - so that …
Unity's UI Navigation tools are bit quirky. Unity's default EventSystem allows you to navigate with both a cursor and directly, but this also means that you can end up with two elements selected at the same time.
AC relies on a custom EventSystem …
I'm still trying to visualise what effect you're going for in-game.
Your Object: Animate Actions still refer to the sprite, but it no longer has an Animator attached. You'll need this Action's Animator field to point to your Player's root, if that…
Only the ones you rely on - though in practice it'd be best to simply rename them with a "_" character or something in front, in case you want to revert back.
It should be a very short transition of 0.2s, rather than instant.
Open up AnimationEngine_Mecanim and find the mentions of "0.2f" in its OnSetExpression function - if you increase these to e.g. "1.0f", does that increase the tr…