Just going by your description, the variables should have loaded. There may be something more to it, however minor.
Do you have this in a project you could PM me? You should be able to create a minimal .unitypackage file containing only the three…
What should occur when clicking while the forward/back icon shows? To change scene, or just camera?
Interaction icons are defined in the Cursor Manager - this is where the list of available icons comes from when defining a Hotspot interaction. Ea…
Multi-swipe detection would require a custom script, but as that in itself doesn't involve AC you should be able to find plenty of resources on the Unity forums, etc.
Once you have a script that detects swipes in the way that you're looking to, tho…
Welcome to the community, @XavierScott.
The default Action can be set in the Actions Manager - just find the Action you want to rely on, and click the cog icon beside it.
In terms of streamlining the process, you'll want to make use of ActionList …
Running the Input: Check Action on a loop isn't reliable enough - for that reason, it's since been superseded by the Active Input system.
Active Inputs allow you to run an ActionList upon detecting input. You can set one up to be disabled by defau…
I'm sorry, but there's not enough detail here. In what way do they move, does it occur if they move somewhere else first, how close are they to the Hotspot, and what are the "Player action" settings in the Hotspot Inspector?
Please try t…
Are you using a Blend Tree for the character's motion animations? This is recommended if you rely on root motion - see the Manual's "Precision movement" chapter for details.
There's no timestamp for the video. At what point does the issue occur?
Let's also see details/screenshots of the Menu that displays the profile picture.
What's the reason you need to set it to Manual?
To duplicate a Menu through code, you have to create a new Menu instance manually, and add it to AC's list of custom menus:
void CreateDuplicate (Speech speech){ Menu menu = PlayerMenus.GetMenuWit…
(Quote)
The easiest way to determine that would be to have the menu close and re-open in the same place, with the same variable value.
When AC positions a Unity UI menu - both to the cursor, and fitting within the screen - it does so by manipulatin…
If the other Hotspots work with Box Colliders, and not Box Collider 2Ds, then your game is in 3D - at least so far as AC understands it to be.
Unity has no direct 3D equivalent for the Polygon Collider 2D component, but the closest match would be a…
Not entirely sure, to be honest. It shouldn't be AC's doing.
Is it a Capsule Collider, or a Character Controller? It may be built in behaviour - the object itself is remaining in place, the capsule itself is being offset.
Does he turn due to root motion, or just move forward/back? The factor by which AC will delegate turning duties to root motion can be set by the character's "Root Motion turning" field.
Please see my questions / requests above, which I'l…
Yes, you want to enter in the name of the input as listed in Unity's Input Manager - not the input key itself.
Detecting input in the Action will only last for the frame that the Action is run. The best way to detect input is to use Active Inputs …
There should be a couple of ways you could go about it:
1) Rely on a custom camera type (attach a custom camera script to a SimpleCamera and switch to it when the sequence begins), so that it's movement is independent of AC.
2) Rather than parentin…
My apologies, but though that has fixed the issue on your end, I don't have enough detail about your specific situation in order to make such a change officially.
Does the active camera at the time have a Constant ID component? If you have the tim…
Polygon Collider 2D components should work just fine - the 2D Demo's Tree Hotspot uses a similar technique.
To clarify, though: did you remove a Box Collider, or a Box Collider 2D? If it was the former, then your original Hotspot was a 3D variant,…