If you select an item in the Menu, the active Hotspot will become de-activated until you re-activate it with the item selected. Are you saying that Hotspots are no longer responsive once an item is selected?
Even if it's in a backup/duplicate proj…
A bit of a hack necessary with Json is that it can't distinguish what type of save data it is before its been deserialized.
When multiple Remember components are attached to the same object (and so have the same ID), you either need to manually ass…
No problem.
If you want to make use of custom scripts that should survive scene changes, you can either attach it to AC's PersistentEngine prefab, or attach it to a custom EventSystem prefab and asssign it in your Menu Manager (provided you make us…
(Quote)
This is an object that should be part of the scene file, it's not spawned in at runtime. Are you saying it's being removed at runtime? It's showing in both of your screenshots.
I'm assuming you're using the "Scene: Switch" Actio…
Yes - you need to use the "Player: Teleport inactive" to move inactive Players between scenes.
For a guide to AC's Player-switching system, see this tutorial.
As for the Paths issue, it sounds like you're assigning your Player prefab in …
Can you share details of an object with multiple Remember scripts that don't work, vs one that does?
There should no longer be a need to separate such components, provided you're not using any custom Remember scripts. If you do, you'll have to edi…
(Quote)
As in, the AC Debug window no longer shows?
At the time that this occurs, do you have a GameEngine object in the new scene's Hierarchy, and a PersistentEngine object in your DontDestroyOnLoad scene's Hierarchy?
The lack of a Player shouldn…
I can't recreate this in the latest release. I recommend updating your AC version - if only in a backup/duplicate project, so as to confirm whether or not it fixes the issue.
When using Player-switching, all Players are spawned in at runtime - so an Object: Call event Action will not be able to reference this object directly, since the object that you want affected doesn't exist at the time you create the Action.
You ca…
When Player-switching is enabled, AC will handle the presence of all Player characters - don't rely on NPC equivalents, or instances of the prefabs placed in the scene.
A tutorial on the Player-switching workflow can be found here.
If you want direct control over the character through script, you need to set the NPC/Player component's Motion control setting to Manual.
This can be done either in their Inspector, or at runtime through script:
GetComponent <AC.Char>().mot…
It's not so much a case of them needing to have AC components, but more to do with the fact that only assets with direct references are searched. While the operation could feasibly search all assets within a Project, it's safer not to - so as to av…
If the Menu doesn't pause the game, you'll have to enable navigation during gameplay using the Engine: Manage systems Action.
When using Unity UI-based Menus, you also have to specify which element is selected first at the bottom of the Menu's prop…
Yes, with Unity UI you have full control over styling options - including better adaptability for different screen sizes.
A tutorial on converting a Menu to use Unity UI can be found here.
A custom Action could be written to offset the element, but it's easier to hook into the OnMenuElementShift custom event, which is triggered whenever a multi-slot element is offset.
For example, you can have a script trigger an ActionList asset whe…