Welcome to the community, @Sereninthecity.
You can switch to a different scene using the Scene: Switch Action. This will work in any type of ActionList - you're not limited to Hotspot Interactions.
Are you looking to switch based on the Player's …
What do you mean by "gets crazy"? Is it that the camera is moving erratically?
After a scene-change, AC will teleport the Player to the correct PlayerStart - it may be that the camera similarly needs to be "snapped" to the Play…
The player-switching system was overhauled in v1.71.0 - the bug was addressed since.
Putting the player-switching issues aside for the moment, what is the state of the original camera issue in the latest release?
You need to declare "myHotspotDetector" as a DetectHotspots variable:
public DetectHotspots myHotspotDetector;
Place this above the Start function, and it will then be exposed as a field you can assign in your Inspector.
Do be aware, th…
Even if "Mouse clicks have default functionality?" is checked, InteractionA/B inputs are still available as alternatives. Try removing/renaming these from your Input Manager to ensure they don't conflict with the script.
Version 1.73.8
* Upgrade note: The OnBeforeChangeScene, OnCompleteScenePreload and OnAwaitSceneActivation events now take a string parameter for the relevant scene name
* Added: Ability to load scenes via Addressable name
* Fixed: AC Menu sizin…
What component(s) exactly are you using in the scene?
If a Renderer is involved, you can use the Object: Set visibility Action. Otherwise, you may be able to use the Object: Animate Action - if you can create animations that control the text visib…
Are you getting this error in the Editor, or a build?
If you're in a build, the mouse input functions should not be called if your game's "Input method" is set to "Touch Screen".
There's no problem changing the script in the wa…
Thanks for the detailed explanation of the problem.
I've attempted this myself, and am getting a red error in the Console at the moment I try to transfer the item - is this the same for you?
A potential fix: open up MenuCrafting.cs, and find the c…
Treating this as a separate problem for the moment: if all you want to do is remap buttons, rather than change the functionality, you can override mouse button detection with a delegate override script.
See the Manual's "Remapping inputs"…
Teleporting an object relative to the active camera will cause the object's new position to be relative to it, in the camera's local space.
For an example, let's say the position you directly assign in the Action is (1, 2, 3). With no relative pos…
I don't recall being able to recreate the issue. What is your AC version?
As an alternative to the Autosave after? ActionList property, try ending your ActionList with a Save: Save or load Action, with the Method set to Overwrite Existing Save, an…
What are your AC/Unity versions, and are you enforcing an aspect ratio from the Settings Manager's "Camera settings" panel?
If so, black bars will appear if the device's aspect ratio doesn't match the enforced one. Disabling this option …
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The image with the Inspector is too cropped to see which objects in the Scene view correspond to what. Which of the three circles is the NPC's root?
How large is the NPC compared with the NavMesh?
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The Duplicate for each line? prop…
An ActionList can be made to prevent blocking gameplay by setting its When running field to Run In Background at the top of its Inspector.
See the Manual's "Background logic" chapter for more on this topic.
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They're likely ProBuilder scripts, in that case. The example scene uses ProBuilder to generate the meshes, so you'll get an error if you don't have the ProBuilder package installed. You're also safe to remove the missing components, though…