I can't recreate such an issue.
How long does a scene change without preloading take? It sounds like the preloading is still occuring when the scene change is requested.
Try replacing:
while (!preloadAsync.isDone)
with:
while (preloadA…
Clicking the Cycle element will cause the Variable to change automatically. You're also manually changing the value in your ActionList, so what's probably happening is that it's being changed twice in the same click.
Also, be aware that you'll nee…
As of v1.71.0, AC will save Remember components placed on persistent GameObjects as global data - and not part of the currently-open scene.
Such data will then only be restored when loading a save game - and not when switching scenes through gamepl…
The Advanced Third Person Camera package is updated every so often - has it been a while since you last imported it? Try grabbing the latest and see if it's still occuring.
You can't change the position of an entire scene as one object. If you want two scenes to be open at a time, you will need to reposition the objects inside to have them align correctly. This isn't an AC limitation but a requirement that Unity impo…
When you have a 2D character that has any kind of custom animation needs when performing standard tasks (walking, talking etc), you'll want to switch their animaton engine to "Sprites Unity Complex".
With that, standard animation is contr…
2D or 3D, and has a NavMesh been defined for the scene?
When are you running the "Character: NPC follow" Action? In your scene's OnStart cutscene? Try running the ActionList manually via the "Run now" button in its Inspector?
…
The error message can be ignored, but I can't tell from the screenshots alone what the issue might be.
If you can create a .unitypackage file of your Managers, document textures, UI prefab (if used) and a sample scene, PM it to me and I'll see what…
Which scene has the Cutscene that runs these Actions? If its SecurityRoom, there's no need to use a Scene: Add or remove Action to open it again - only one to open Market should be enough.
AC relies on Unity's own scene addition API for this featu…
Nice thought, and I understand the situation.
Though, there is a potential for things to go wrong when skipping cutscenes if custom Actions are involved, since the behaviour of Actions when skipped needs to be determined in the Action code itself. …
Thanks. Unfortunately I'm still unsure about the cause of this difference - until I can determine that, I can only move this value to somewhere nicer to edit manually.
The Debug.Log statements are appearing as expected, I take it.
When are you calling your ResetGif function? If that too is on the UI prefab, you should be able to use OnEnable.
Unless the RawImage involved is connected to an AC Graphic Element, t…
v1.72.0 included the following:
* Fixed: Hover sounds not playing when directly-navigating Unity UI menus
Try the latest release and see if that addresses it.
Do you mean things only appear when shifting left and right, or closing and re-opening the menu altogether?
If you assign a temporary texture (e.g. "green.png") into the component's "Empty Texture" field, does that show at this …
Anything in the Console?
Your menu has PageText and Journal elements in it - which one is being used to display the text? Remove the other, and the name of the remaining one to match the Journal Page Texture component's "Journal Element Name&…
My mistake - I thought you meant you were referring to Unity UI when you said the default was fine.
I will still need a shot of the top of the Menu Manager, though - the "Global menu settings" section.
Your Menu's Source is set to Adventure Creator. Set it back to Unity Ui Prefab, which you said had the problem, and let's see the properties then.
The top of the Menu Manager, and the Settings Manager's "Interface settings" as well, plea…