Lines are imported by their ID number - do the missing lines have IDs that match the CSV file?
What are your AC/Unity versions, and is there a common pattern for the lines that are missing - e.g. some shared special character.
Check the Console fo…
To change the Player's appearance, you have two methods:
1) Have each animal be a separate Player character prefab, listed in the Settings Manager, and swap them in/out with the Player: Switch Action. To have the new one replace the other, check R…
Welcome to the community, @JohnPeppermint.
The way a menu is navigated directly will differ based on the menu's Source.
If using AC, you can use the Horizontal/Vertical inputs to navigate, and InteractionA to press buttons.
If using Unity UI, whi…
You're referring to this wiki script?
You can try preventing the script from taking effect when a particular menu (i.e. "Options") is enabled. Replace:
if (axisName == toggleDragInput)
with:
if (axisName == toggleDragInput && …
Indeed - I've outlined this above.
The option to refer to scenes by name, as opposed to build index, will be provided as part of the upcoming v1.73.7 update.
Try mixing and matching yours and the Demo's Settings/Menu Managers - i.e. the 3D Demo's Menu Manager but your Settings Manager, and vice-versa. Which combination gives you the correct behaviour and which doesn't?
The official tutorial on writing custom Actions can be found here.
Coroutines, however, can only be run from MonoBehaviour scripts - i.e. components that are added to GameObjects in the scene. Actions are not MonoBehaviours, and so cannot contain …
Welcome to the community, @ruperstinsky.
In order for the sprite child object to face the camera, you need to specifically assign it as the "Sprite child" in the Player's Inspector. This is only an option when using the Sprites Unity or …
For them to display icons, you'll need to configure your Settings Manager's "Hotspot icon display" property.
If nothing's occuring when pressing the key manually, however, it may be more to do with the way the Hotspots are set up. Even i…
Thank you - no, I think I have all the details I need. I've recreated the problem with the default interface.
The Canvas Group indeed won't help until the next update is out, but that update should be able to address the issue.
It depends on how you're going back to the title page scene.
Simply switching scene with the Scene: Switch Action will first cause AC to make an internal record of the state of the current scene. This includes Remember components, the active NavMe…
If it's scene-dependent, there must be some key difference in your scenes that's causing it. Though, the issue itself may be Unity-related. Are you using Audio Mixer Groups?
Can you give some examples of exactly which sound types aren't playing, …
The menu looks configured right. What is the effect of mapping this input to a key via the Input Manager and manually pressing it during gameplay?
Are you looking to indicate Hotspots by them highlighting, or icons?
Perhaps I'm not clear either.
The behaviour should be a bit of both - if you hold down the mouse over the slider, it's value will jump to that position. Moving left/right with the mouse - while holding the button - will cause the slider to continu…
At least for AC menus, the behaviour you're describing you're now getting is how it's always been. I'm not sure how things would have been different without Unity UI.
The issue at the moment is that AC internally refers to scenes by build-index - even if you reference them by name in Action fields.
For scenes to be loaded from addressables, without a build-index, this would have to change.
Co-incidentally, this…