Are these horizontal sliders, as with the default Options menu?
To directly-adjust such Sliders in an AC menu, the Horizontal input is read - not CursorHorizontal. Horizontal/Vertical are also what should be used to directly-navigate menus - or ar…
It depends on whether or not each direction is its own skeleton. For optimisation, you might want to look into re-using the skeleton, but sprite-swapping body parts that need to be changed for the different directions. For example, replace the hea…
Welcome to the community, @bowersrd.
Yes, a custom C# script is probably the best way forward - particularly since your wait time vs skill calculation isn't linear.
This is a two-step problem: setting the correct wait time based on the skill level…
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I cannot know without seeing screens, I'm afraid - it really does depend on the details.
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It's OK to have them spawn - if you do, you can add a Plane underneath the PlayerStart to prevent them falling.
You can prevent the Player fro…
This is co-incidentally a feature I've been working on as part of the v1.74.0 update. You'll need to make use of AC's TextMeshPro integration, but upon doing so you'll then have the option to rely on TMPro's "typewriter" effect, which mas…
The Manual's "Unity UI menus" chapter details what should be assigned as a Menu's RectTransform boundary.
Typically, this boundary should span all objects that make up the menu - with as little unused space as possible. If you have a men…
ActionLists can be run manually by invoking their Interact function - you can trigger this via an Animation Event.
AFAIK, an Animation Event can only trigger a function in a component that's present on the same GameObject as the Animator. If your …
You can hook into the OnGrabMoveable / OnDropMoveable custom events to record the time difference between grabbing and dropping the moveable object, and manually run the Hotspot interaction if so.
You'll first have to stop the Hotspot from being in…
Check your Unity build log file for error or warning messages.
What do you mean by "set looping for player"? Are you involving the AC Player character, and/or using AC Timeline tracks?
How are you triggering it? From the Playable Direc…
Your assigned "RectTransform boundary" must be a child of your Canvas - ideally an immediate child, that spans the visible area of the UI elements it contains.
The direct connection will be lost due to it being a child of a prefab - but i…
I've replied to your PM on the same issue - please stick to just one means of discussing this topic, as it'll help me to keep all the necessary information together.
In what AC/Unity versions?
Check your Console, as well your OnStart cutscene and Inspectors for your various PlayerStarts. If you can share screens, I'll take a look.
Excellent, thanks for the update.
That change won't affect your game if you continue to use PlayerPrefs, but will cause problems if you switch back to SystemFile when building to another platform.
I will provide an official fix that works for both…
Attach a Remember Moveable component to your Draggable object and set its Moveable state on start field to Off.
On a separate object (can be a child/parent), but in the same space as the Draggable object, create a Hotspot, and define an Inventory i…
This is for a 2D game?
If the NavMesh is a separate object, you'll need to use the Scene: Change setting Action to expliticly switch over to the new NavMesh after moving the Player over it.
If your NavMeshes occupy different spaces, it's also poss…
Welcome to the community, @myq.
You're on the right track - a Constant ID component is necessary for assets and scene objects to reference one another.
However, you'll also need to make sure that Retain in prefab? is checked in the Constant ID com…