You can attach the Remember Transform component to any object whose Transform (i.e. Position, Rotation and Scale) you want to store in save game files.
See the Manual's "Saving scene objects" chapter for descriptions on each of the availa…
Does the Player now spawn in the correct spot, or is it just that the warnings disappear? I'm a little confused about how many PlayerStarts are still in your scene.
On the topic of Constant ID components - this is how AC "flags up" objec…
Welcome to the community, @Asensiolf.
The "safest" option is always to use the latest official release, in this case 2019.3. I'd say it's generally good practice to stay away from the beta release - especially when starting out with a ne…
Leave Play in background unchecked for the moment. It's only complicating matters.
Only focus on setting it to Pause Gameplay.
Right at the start of your gif, it's pausing gameplay, and the GameState is set to Normal when the interaction finishes…
That's essentially the workflow - though the GameObject's name is unimportant.
The screenshot shows it's correctly configured, but not the problem. Where exactly is the Player starting, and what of the camera?
Are you getting any relevant message…
A "quick hack" in the meantime would be to open SetTriggerParameters.cs and replace line 55:
if (trigger == ownTrigger && trigger.source == ActionListSource.AssetFile)
with:
if (trigger.gameObject == ownTrigger.gameObject &&…
Welcome to the community, @BigNerd.
What are your AC and Unity versions? Where exactly does your Player go to? You can dock the Scene window beside/under the Game window and select him in the Hierarchy to see.
I get no issue when changing this s…
Replace "outside check" with the actual gameState, so that we can see what's actually going on:
Debug.Log ("Enter GameState: " + gameState);
It needs to be displayed twice: Cutscene when the Interaction begins, and Normal when …
Glad to hear it!
OK, so Graphic elements of type "Dialogue Portrait" are indeed auto-set to the current speech. I can make it so that - through extension - you can override this by assigning a character directly, so that e.g. the NPC you…
When it comes to scripting-based assets, there's no "set way" to integrate them - as the way they behave both together and separately will always vary from asset to asset.
AC tries to take a general approach in that it offers a few ways t…
(Quote)
There's not much here to go on. Is the Interaction running, or the Action not working? You can find out by adding an ActionList: Comment Action to output something to the Console when it's triggered - does it display?
If so, let's see som…
If the Action works, it works - it might be better to leave as is.
However, I'd personally try tackling this from an animation standpoint instead. If you create a "middle GameObject" in your Hierarchy between the Player's root and a sing…
Welcome to the community, @abdullahgokcek.
Indeed - it's an Extension Asset so it's one-license-per-seat. You can read Unity's exact terms on what this means in Section 2.3.2 of the Asset Store's Terms Of Service.