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A first-person Player relies on a 3D collider to act as the floor, which the 2D Demo scene will not have. Testing in the 3D Demo scene would be the more appropriate comparison.
AC relies on objects being placed on the Default layer to be i…
Recreated.
Though, for me, unchecking "Can close interaction menus by tapping another hotspot" improves things. Is it not the same for you?
Is in in builds or only the editor?
Open up RememberNavMesh2D and replace:
KickStarter.navigationManager.navigationEngine.ResetHoles (navMesh);
with:
if (KickStarter.sceneSettings.navMesh == navMesh) KickStarter.navigationManager.navigationEngine.ResetHoles (navMesh);
So the above gif is more about what you want, than the actual situation?
I'm not too familiar with Top-down Engine, but I can't imagine it's making changes to AC's Player character directly - though if it's affecting the collision matrices then thi…
I've recreated the issue. The Hotspot's position and label are handled separately, but you can remove the label when not over a Hotspot by going to the PlayerInteraction script's GetInteractionLabel function and replacing:
return KickStarter.curso…
It would depend on what the IDs of the old saves were, since those slots are now linked to specific values.
But perhaps this is the wrong approach.
I shall look into how this might be done more naturally - perhaps by allowing negative values for s…
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Are you talking about their display in the Editor, or the effects of them running?
If the lists involve Dialogue System, could it be that there's a conflict with Dialogue System? The integration between AC and DS is handled on the DS side.
What's the context of this code?
Are you sure its the GetComponent that's causing the problem? It may be speaker.soundChild.audioSource, if speaker is not null.
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Can you elaborate on this? I don't really follow.
Are you using any other assets besides DS? You shouldn't get such behaviour normally, so it sounds like something other than AC could be a factor here.
If you create a fresh AC scene, wit…
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As in, "Look at" not "Look at item"? What about when you have no interaction cursor active?
Not sure what you'd get that behaviour. Try relying on the default InventoryBox menu, and switching it back to AdventureCreato…
Where would you want the Hotspot label to be displayed? In a fixed position on the Hotspot?
What would be the desired behaviour when an inventory item is selected? For the label to still only be visible when over a Hotspot or item?
Access is blocked on the image - can you post to imgur or make it public?
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What do you mean by this? That the save becomes visible in lists, and you don't want it to?
You could try replacing your single SavesList with a separate SavesList …
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The Button is just demonstrating another way to interact with objects. While the two Dummies rely on AC's own Hotspot system, and so AC's InteractionA input, the Button relies on UCC's own interaction system, and so relies on UCC input.
The issue itself may be resolved by tweaking your settings. Have you tried enabling Retro-style movement? in the Player's Inspector? That should prevent any overshooting that may be causing the behaviour.
Enabling Angle snapping may also alleviat…
Sorry, I'll need a few more details:
This is an "AC" scene, i.e. one with a GameEngine in its Hierarchy?
How have you configred the Cutscene to run on start? Via the Scene Manager, or by attaching an ActionList Starter component to it?
…
At what point does the player fall? At the start or the end of the minigame? Try viewing them in the Scene window at runtime to see what's happening - are their collider settings changing, or being teleported somehow? How are you disabling / re-e…