What are your AC and Unity verisons? And what was the result of the "Play one shot" test?
What is the Sound component's Sound type field set to? By default this is SFX, meaning AC will automatically sync its volume to the SFX volume set…
If you view the EventSystem's Inspector at runtime, it'll tell you what the currently-selected item is. Is it listing the old button?
This may well be a Unity UI quirk, but try using AC's own SelectUIElement function, which should de-select the cu…
The new error message is still related to the old - it's to do with your Menu having position issues, most likely your Subtitles menu.
Specifically, it's an issue with the Unity UI-side of things. If you switch the Source property of your Subtitle…
I was mistaken - the crossfade texture during a scene-switch is actually set in the TakeOverlayScreenshot function, line 638.
It may be that it needs a specific TextureFormat value, too.
Thanks for the details, though I'm still not able to recreate it.
Does a wait time of -1 (which causes a single-frame delay) also fix it?
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Sorry, how do you mean?
I wonder if that's down to the use of URP.
Try replacing line 1970 of MainCamera.cs with either of the following:
crossfadeTexture = new Texture2D (ACScreen.width, ACScreen.height, TextureFormat.RGBA32, false, true);
and:
crossfadeTexture = new …
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The need to mark ActionList assets as a Resource or saveable data is actually pretty rare - it's typically only if you want to be able to save the game while such an ActionList has been paused with the ActionList: Pause or resume Action.
As…
It sounds like you have a Menu that relies on Unity UI, yet does not have a "RectTransform boundary" assigned.
You can find out which Menu it is by entering in the following just above the offending line in Menu.cs:
if (rectTransform == …
Try checking Do euler rotation?. If that doesn't work, might be best to go with a Marker approach.
Place down two Markers (OpenMarker and CloseMarker) that have the Transform values you want the door to have when opened and closed. These'll need …
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With a bit more code-tweaking, it should be possible.
If you're using a custom motion controller (i.e. the character's Motion control field it set to Manual), then they won't automatically move when commanded to by AC.
In this situation (w…
When in first-person mode, the game will only switch to the first-person camera automatically when in normal gameplay.
Assuming your OnStart cutscene's When running property is set to Pause Gameplay, the movement setting is being changed but the ef…
You'd need to draw your backgrounds wide enough for all devices, then.
Decide what your game's widest supported aspect ratio is going to be, and work from there. The widest ratio I can find through searching is 2.164 with the iPhone XS Max.
With …
Other than searching the Unity forums for those with the same issue, not really I'm afraid. You're dealing with Unity's behaviour, not AC, so Unity are the best people to ask about it.
@Onat: Glad to hear it, thanks!
Version 1.71.4:
* Added: Ability to use Addressables for speech audio playback in Actions and Timeline with the "AddressableIsPresent" Scripting Define Symbol
* Added: Head Turn Track - use to control a 3D…
Do be aware that while AC tries to be accessible to Unity users of all experience levels, it's still necessary to have a general overview of Unity's principles and systems. It is, ultimately, another layer to an already powerful tool - not a replac…
I can't recreate such behaviour. This may well be a Unity quirk.
What are your "Scene loading" properties in the Settings Manager set to? And are you beginning the game from this first scene (the one with the Action), or switching to it…
AC's pause mode is handled by zero-ing Unity's TimeScale, so physics will always stop during this time.
Know that pausing is optional - it's determined by a Menu's Pause game when enabled? property. It's not strictly necessary if you don't want it…