That should be high enough. You may also need to play with the Snap/Gravity values of the inputs themselves, as defined in Unity's Input Manager, since when released they may still take a few frames to zero themselves.
The script above specifically targets all single-use Hotspots, at the request of the original post in this thread.
You could invert it so that only Hotspots that aren't single-use are affected by replacing:
if (hotspot.IsSingleInteraction ())
wit…
How/when are you adjusting the volume? If it's not updating when the game begins, does it update if you change the volume slider in an Options menu at runtime?
Is it possible that UFPS is also controlling the AudioSource's volume? Here's an alter…
Aside the cursor's size, is it correctly positioned? What platform are you building to, and what is your "Input method" set to?
I'll need some some screenshots to explain the issue. Please use a red rectangle to show where the invisible…
You can have a Player present in the scene file - auto-spawning it from the Settings Manager is just a convenience.
To do the same thing to a prefab, though, make sure the ActionList is an asset file. Then drop the Player into the scene, assign th…
I'm not familiar with the way it works, but it wouldn't be automatic.
It's likely that you'd have to implement a custom SaveFileHandler class, which is a class that AC relies upon for choosing where to save files to, and load them from.
See the Ma…
(Quote)
The autoformatting of my post affected its display. The words themselves are fine to use - the replacement includes asterix characters (*) around them.
(Quote)
AC's Json format handler simply uses Unity's built-in JsonUtility class - you c…
You can use the Engine: Manage systems Action to disable the Interaction system, which will prevent Hotspots from being interactive.
If you just want to stop Hotspot names from showing up, you can use the Menu: Change state Action to lock the Hotsp…
Final IK is well worth the price IMO for what it offers.
IK is an incredibly complex topic, and IK head-turning is only possible because Unity provides tools to do so in a basic way. Such features for hands/arms would be similarly bare-bones - it'…
What format are save files written in? Json, XML or Binary?
If the format of the file itself isn't also Json, then you should be OK. When serializing/deserializing save files internally, AC makes use of pipe and colon characters to separate data.…
A single instance of the Action will only make the character move once - you will need to have it run on a loop to keep moving randomly.
What exactly is the behaviour when you do that? Make sure that Wait until finish? is checked.
This isn't the …
Why can't you apply an object to highlight? It just needs to be assigned a Highlight component.
One must still be assigned for icons to display. If you don't want to highlight any actual objects in the scene, you can simply attach a Higlight comp…
Is this an issue with the Footstep Sounds component you're trying to get around?
You can set the "Relative volume" of a Sound component using the Sound: Change volume Action. You can use this to set the relative volume to 0, wait a few s…
It's hard to say without the ActionList in front of me, but my guess is that you somehow have a "null" Action in there. What is your AC version, and were you doing at the time this started happening?
Open up ActionCheck.cs, and replace l…