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ChrisIceBox

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ChrisIceBox
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  • Welcome to the community, @stepsoversnails. For anything animated when it comes to menus, you'll want to rely on Unity UI - as you can take advantage of Unity's UI components to give you much more stylistic control. The default Subtitles menu has …
  • (Quote) If a Menu is locked, it will not be visible even when its Appear type condition is met. To lock a Menu by default, check Start game locked off? in its properties box. To lock or unlock a Menu at runtime, use the Menu: Change state Action. …
  • (Quote) This is the reason you should only rely on "Any State" for Trigger parameters, since it'll only fire one frame. You're mixing your parameter types - use only either Bools/Ints or Triggers to handle the costume changes. If you hav…
  • How large your cursor appears in-game depends on the settings in the AC's Cursor Manager. AC has a few cursor types, but this particular one is the "Main cursor" listed near the top. If the Cursor rendering field is set to Software, you'…
  • See the note at the top of the wiki page - AC's TextMeshPro integration is now built in, there's no longer a need to rely on a separate script. You'll first have to tell AC that it's "safe" to run its TextMeshPro-related code. You can do…
  • On the resources front: it's a broad topic, but a number of AC-related performance tips can be found in the Manual's "Performance and optimisation" chapter.
  • It would be best for me to have time to tinker with the issue myself, rather than try to diagnose from another screen. Let's give sending over the scene file a go. The Actions themselves should still run, even if the assets they effect are not pre…
  • Do you have the Use '_Editor' prefix for Editor save files? option enabled? The saves listed in the Editor/Play mode can differ from those in the Build if so. Have you made a new save-game while running the Build before opting to Continue? (Quote…
  • The SFXVolume needs to be listed in the Mixer Group as well. (Quote) That should only matter if that's the case while the game is running and the sound is playing. Unity will de-activate it automatically if "Auto Mixer Suspend" is checke…
  • Welcome to the community, @McNice. What are your AC and Unity versions, and are you using AC's provided first-person controller, or a third-party/custom one? There should be no need to have a second Engine: Control Timeline Action to stop the Time…
  • Through script, you can command the Player to cancel their movement - and pending interaction - towards the last-clicked Hotspot, with: AC.KickStarter.playerInteraction.StopMovingToHotspot (); However, this command should be called automatically b…
  • (Quote) The message sent should match the name of the C# function you wish to be triggered. This can't take complex parameters - only an optional integer - so it's best used when you only need to call a parameterless function. (Quote) Unity UI men…
  • The Player's regular movement speed is determined by their walkSpeedScale property. This is exposed as the "Walk speed scale" value in their Inspector. If the Animator is attached to the character's root, you should be able to incorporat…
  • You should find that - when loading a save-file is sucessful - a Console message appears in the form: File read: (Save path/filename) This should be listed in the Log file for builds as well - as you seeing this appear? I suspect the issue is tha…
  • If the Player can move and get off freely, you'll first want to place down colliders to prevent him from going too far. Add a pair of "Collision Cube 2D" prefabs from the Scene Manager, and add them to the top and bottom of a rope. If th…
  • I do apologise. Schoolboy mistake on my part - the script was reading the collider's material instance, rather than the original asset. Updated the wiki page with a corrected script - try it now.
  • So this is still one Menu as listed in the Menu Manager? What area does the "RectTransform boundary" cover? Clicks inside this RectTransform will be considered to be on the menu, so having it cover the screen will give you issues with yo…
  • And the effects of those Actions are being felt in the scene, I take it. How are you calling these Actions / ActionList? When I mention recreating the issue, I'm looking to have the steps necessary to have disconnected Actions be run - it doesn't …
  • By nodes, are you referring to Actions, inside an ActionList? I'll need to see the issue for myself. Are you able to provide steps to reliably recreate the behaviour, or PM me a scene that demonstrates the problem?
  • Can you share a typical Action that isn't working as well, and are any relevant messages popping up in the Console? As you're using Mixer Groups, you should find that the Default Sound's AudioSource automatically switches its Output to the SFX mixe…
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