If you want a reaction for a specific Hotspot / Inventory item combination, you're best of using a regular Inventory interaction, rather than an unhandled one.
You can use a custom script, attached to the Hotspot, to temporarily disable the Active …
Yes, indeed.
Certainly auto-saving at pre-determined points would be the easier of the two. It's worth bearing in mind that AC does have ways of running logic upon loading - whether it be through the scene's "OnLoad" cutscene, or via the…
That may be a case of the cursor itself still being over the Hotspot at the time the dialogue ends. In touch-screen mode, the cursor only moves when you tap the screen.
We could try moving the cursor to e.g. the corner of the screen when you enter…
Ultimately it sounds like a case of Unity UI not updating immediately with changes made to the components set through script.
It may be that a call to ForceUpdateCanvases in the correct place in your script is enough.
I'd need to know more specific details about the process. Do you have the "Player switching" setting enabled, or are you manually adding/removing Player objects?
When using Player-switching, AC will switch to the newly-assigned Player's …
The icon only displays during gameplay - it hides during the interaction because gameplay is blocked during this time.
You can try setting the Interaction's When running property to Run In Background, but it might be that your custom icon script ne…
Through script, it is possible to save at any time - using:
SaveSystem.SaveGame (0, saveID, true);
Where saveID is the ID number of the save file to record.
However, the restriction during cutscenes when using AC's provided Menus / Actions is wit…
You're dealing with Unity's physics system here. A few things to try:
* Avoid using Planes for the scene edges, and increse the width of the outer box colliders
* Tinker with your Project's Physics values, including raising the Default Solver Iter…
Can you share a comparison video that shows how things look when a Player is involved? The presence of a Player shouldn't affect interactivity, outside of use of a Hotspot Detector in some way.
Are you always clicking the Back buttons, or pressing the Escape key, to back out?
The Crossfade option is just a convenience. As a last resort, you could change it to Run Action List and manually turn on either Pause or Title depending on the cur…
When it comes to running the same - or similar - Actions repeatedly, there are a couple of features to bear in mind:
Firstly, you can break up your Actions in to multiple ActionLists, and chain them together with the ActionList: Run Action. For ex…
It wouldn't involve AC, but a VideoTrack sample by Unity can be found here:
https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/smpl_custom_video.html
I cannot recreate such behaviour.
Try moving the Event to the Events Editor, which will run globally - i.e. for all scenes. To prevent it from running in other scenes, precede the Actions with a Scene: Check Action to limit its usage to your Title…
The Display time factor field is multiplied by the length of the speech text - if you lower it, then longer lines will become more similar in length to shorter ones, but you may need to raise the Minimum display time (s) to compensate.
And are they ActionList assets / scene-based / given a specific tag?
If you were just starting out, I'd say to use Timeline to both play the video and handle subtitle duties in one.
As it is, you'd need to use scripting to do something tricker, li…
Is the Pause menu open at the time you switch back to the Title screen? Insert a Menu: Change state Action to turn off your Pause menu in the OnStart cutscene of the Title screen scene.