AC's sound code is shared amongst all platforms. If there's an issue with one platform in particular, it's likely a result of Unity's audio implementation for that platform.
About the Engine: Check platform Action though, the Web Player option doe…
@Satsuma As this is a Unity issue, you'll be best off asking on the Unity forums.
In my opinion though, probably best to back up your project and let Unity do what it wants to.
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It shouldn't be so complicated - you still have a Mono on your GameObject, just with a reference to CharacterParty inside it, i.e.:
public CharacterParty characterParty;
Then just reference this new Mono script's characterParty variable in…
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Only mentioned because of this thread.
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Most likely, yes.
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How are you using the right stick to control the camera? By mapping it to "middlemouse"? In the regular or new Input system? If you're reading from the s…
Place the following script on a new GameObject, make it a prefab, and remove from the scene:
using UnityEngine;public class ToggleWallSlowing : MonoBehaviour{ public void EnableSlowingNearWalls () { AC.KickStarter.player.doWallReductio…
If you wish to have the same puzzle repeated, yes - making a prefab for it would be best.
I'd first recommend getting the password logic working with just one object first - while using a Variables component. Prefabbing puzzles can be a tricky top…
It looks more like a collision issue rather than anything to do with the size of the slope. Even if the slope is too tall, they shouldn't be just clipping through the stairs.
I assume you're using the "Unity Navigation" pathfinding optio…
No doubt - but I'm still not being given enough information as to what it might be.
It seems there's only one thing for it. PM me your before/after projects via e.g. Google Drive links and I'll examine them myself.
To incorporate another asset's serialization into the AC save file, its data would still need to be condensed into a string value type that can be stored in the RememberData subclass.
Otherwise, you'd be looking at having to save two separate save …
What is the problem, exactly? That they move too slowly, or not at all?
In my experience, a Character Controller gives better results than a Rigidbody / Capsule Collider combination, and it also has a built-in "Slope limit" field. Which…
Is the cursor locked at this time?
I wonder if it's related to screen resolution - do you have details of what resolutions players who reported the issue were using?
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Is this also using drag-control? You may want to alter the camera's sett…
You need to call the component's ChangeSprite function.
Make sure that the script is added as a component on the same GameObject as your SpriteRenderer, and that you've assigned that SpriteRenderer (as well as the Sprites) in its Inspector.
When u…
For which, the password or the Hotspot Detector?
For the Hotspot Detector, make sure you've assigned it in the Player's Inspector - having it be present in the Player's hierarchy isn't enough by itself.
The actual data that gets saved (i.e. the variables in a RememberData subclass) need to be basic value types - int, string, float, etc. You couldn't serialize e.g. an array or List in a RememberData subclass.
One easy way that may work: if you mak…
Scenes can be bundled, but AC references scenes by build index - not by name - in save game files and scene management. From the looks of it, AssetBundles refer to scenes the other way around.
To be able to bundle entire scenes, AC would need to r…
Welcome to the community, @Naver78.
You'll first need to add a Container to your scene, to store the list of items in the drawer. This can added from the "Logic" panel in the Scene Manager.
In its Inspector, you can then choose what ite…
I wasn't suggesting that as a workaround - just explaining the way it currently works.
The next update will include the option I mentioned - though you should be safe to use the old ActionCamera.cs file in the meantime.