One other thing to check, FWIW: if your background is always intended to appear beneath characters, you can set its sprite's "Order In Layer" value to something very negative, e.g. -100.
Use the Sound: Play Action, assigning the clip but no Sound object. Then create a "Default sound" in your Scene Manager - this will be used as a fallback by the Action.
In the Sound component, then check Play while game paused?.
Recreated, thanks for the PM.
This issue is related to character evasion when using NPCs on a 2nd NavMesh.
I shall work on a fix for the next release, but in the meantime you can get around it by setting your NavMesh's Character evasion setting to…
In order to correctly display two characters that are in the same sorting region, AC will offset their relative positions along the Z-axis (i.e. towards/away from the camera).
What you're likely seeing is that one of the characters is disappearing …
I've looked into automating this, though I'm not happy with the results. It seems it's based on other factors in the way the character is set up.
At the very least, a custom script attached to the Player can be used to disable/enable the "Roo…
On the topic of being able to cycle through languages by going left/right:
Detach your Languages element from the Menu Manager, make sure its a Button in your UI Canvas, and create two Buttons (for each arrow) beside it.
Set this Button's Navigati…
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That shouldn't happen, though it may be another issue since fixed.
In any case, if you want the Hotspot menu to appear above the cursor during regular gameplay, you can rely on two Hotspot menus - one for gameplay, one for inventory, each w…
This warning typically displays when saving a game while an ActionList is still running.
The change is not so much anything to do with the ActionList, but more in the Console providing more information about potential issues. If there's nothing th…
It mainly depends on whether or not you want to record its on/off state in save games.
If so, then disabling it can prevent it from being "found" by the save system when attempting to update it upon loading.
The easiest way is to just ke…
You can do this by overriding the FlashHotspots input, and only reading its value if "EasyModeOn" is set to True.
See the Manual's "Remapping inputs" chapter for details on the technique, but essentially:
using UnityEngine;usin…
Yes, you'd need the names in the script to match with the element names in the Menu Manager.
But set both their "Click types" to Custom Script - the script handles the click behaviour.
Try also reverting your Menu's Source to Adventure C…
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Gameplay-blocking ActionLists can be an issue with Menus as they turn on, so running it in the background is recommended.
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If your Inventory item names are displayed in the Hotspot menu, then it's down to the "Position type"…
Do your Actions set a "Transition time" value? There is a known issue related to this whereby animations sometimes do not play correctly - this will be addressed in the next update.
The best practice for custom animations, though, is to …
Ah, recreated.
It appears to be related to the version of Unity used.
It's likely that a workaround can be automated that would involve a moved object's Apply Root Motion checkbox is temporarily disabled during the operation.
Can you confirm on y…
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If the AC player is running, they'll play their "run" animation automatically, provided you've supplied one. How exactly this is done depends on your character's chosen "Animation engine". What is yours set to? Let's s…
I would need to experience the issue on my end.
Can you PM me a .unitypackage file of the scene, together with your eight Manager assets?
Please also let me know your AC and Unity version numbers.
The build problem with WebGL is a known issue and a fix will be included in v1.72.0. As you tested an earlier package, I shall PM you a more recent one that should fix it.
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v1.71.6 fixed an issue related to the direct-navigation of Unity UI-based Pause menus. In a backup/duplicate project, try the latest release.
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This is likely due to the Auto-select valid UI raycasts? option - this relates to the cur…