Here's a potential fix to test: open up AC's StateHandler.cs script and paste the following into its OnInitialiseScene function around line 939:
previousUpdateState = gameState;
Does that resolve it on your end?
To specifically load the Autoave, set the Action's Method to Load Game, and the Save to load option to Autosave.
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Are you referring to loading the last regular save here, or does that work?
How saving/loading occurs in a build will depend o…
But what is your current detection method? The default is Mouse Over, which doesn't allow for cycling, because it's based on the cursor position.
Please share your Settings Manager in full so that I can see how your game is currently played.
If y…
I can confirm the next update will allow a custom script to override the input state of a draggable object, so that it can be dragged while no input occurs.
When using Sprites Unity Complex, animation playback is handled via animator parameters. What a character is doing is detached from how they're animated - AC will update the parameters you assign, but what animations these result in will be down to…
The issue with checking by -1 is that this will be true if the previous scene was loaded in via Addressable, and not part of the game's Build Settings.
Checking if the previous scene's name is an empty string, however, should be valid in both scena…
How are you "turning off the Menus" in the loading screen, exactly? By turning off / locking them individually, or disabling the whole Menu system?
Menus should not be interactive inside loading scene - are you finding that this is the c…
It really depends on what exactly you're trying to do.
Now that the character falls and moves left/right, what is the actual problem you're now facing?
If your ActionList asset is set to Pause Gameplay, but has Unfreeze 'Pause' menus? unchecked, it'll ignore the pause state.
However, that is not necessarily true of the behaviour of some Actions, which still require the game to be unpaused. Depend…
The messages are harmless, as they only deal with the icons that appear in the Hierarchy window.
The assertion mentioned is coming from Unity, so it's hard to say what the issue exactly is - however you can safely delete the offending script, Hiera…
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You don't need transitions, but you do need the names of your Animations inside the Animator to match up with what AC expects - see the "List expected animations?" foldout in the Player Inspector.
If you set "Facing direction…
The "Frame flipping" option is a feature of the Sprites Unity animation, not Sprites Unity Complex. You will need to supply animations for both left and right when using it.
However, it is possible to animate the Sprite Renderer componen…
The ability to cycle through Hotspots comes from the DetectHotspots scripts, which is attached to the Player if you make use Player Vicinity Hotspot detection.
I'm not sure what you're referring to if you're not using that component, but you can co…
Apologies - I misread you.
No, the above code / updated AC won't work for URP - each of the render pipelines are too different from each other.
AC's base "highlighting" effect, though, is designed to be customised through custom scriptin…
By "Moveable function", you mean to move a Moveable component over time?
Are you looking to move by a certain amount in a given direction? You can use the Object: Transform Action's By option to move along a single axis.
If you want to …
Use the Object: Send message Action to send the "Turn Off" message to the Trigger object - that will turn it off and prevent it from reacting to the Player's presence again.
To save the enabled state of the Trigger, attach the Remember Tr…
Let's see the Cutscene you're running in OnStart. Does this issue occur if you start the game from this scene?
What is your UCC version, and is your Player character a spawned prefab or a GameObject present in the scene file? If the former, try t…
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The "Turn On" message, passed to a Moveable object, acts in the same way it does a Hotspot - it makes it available for interaction. It won't grab the object itself. My suggestion was to have it require clicking, but only be inter…