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The RP shouldn't be related, but temporarily remove the Post Process Layer component - does that have any effect?
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Which scripts? AC scripts or some other camera scripts?
Your MainCamera has a "Simple Camera Controller" s…
You're quite right - this is an AC issue.
You should be able to fix this by opening MainCamera.cs, and inserting the following into the bottom of its OnStart function (around line 194):
RecalculateRects ();
I'm still a little cloudy on the specifics, but essentially you're looking to have CursorHorizontal / CursorVertical be mapped to the left stick in state 2, and to the right stick in state 1?
You can do this by providing a delegate override to Play…
The code above would typically go in a Start function, if you want it to generate an ActionList when the scene begins.
Actually, for a better example, see the included ScriptedActionListExample.cs script file, where that code is placed in its own &…
AC will turn itself off automatically when entering a non-AC scene - you should get a message in the Console about this.
At this point, AC won't do anything - so anything like deleting the Player has to be done manually. This can be done via a scr…
You'd need to post the full script - I can't glean much from the error message alone. Be aware that the code I posted above is meant to replace a new script's default Update function - not replace the whole file.
Are you using Unity UI? If so, try relying on the OptionalMouseInputModule.
Create a new EventSystem and attach the above as a component. Then make this a prefab and assign it at the top of the Menu Manager.
Does that cause it to work correctly?
There was never an option of this kind - I'm not sure what you're referring to.
However, any Manager property - including Subtitles can be skipped? can be set dynamically through script. You can set this field's value whenever an ActionList begins…
IIRC this is actually an issue with Unity, whereby it doesn't like being given an empty texture to be used as a cursor graphic.
Try assigning an almost transparent texture (i.e. 1% opacity) and see if that works.
The inventory issue may be related…
This will be the case if you are enforcing an aspect ratio in the Settings Manager's "Camera settings".
Are you getting any visual artefacts or issues? I myself don't experience visual problems, nor such a message when using HDRP or URP.
Your MainCamera should always have the same FOV, position and rotation as the GameCamera it's "attached" or "switched" to.
Make sure that your GameCamera is assigned in the Scene Manager's Default camera field, and that you're k…
You can use the Engine: Manage systems Action to disable the Interaction system, which will prevent Hotspots from being clickable. This'd be best placed in the Menu's ActionList when turn on field (with another one in "turn off" to re-ena…
That this is not implemented in the same way that the AC-source option provides is not for lack of wanting. It's a question of it not being possible in a way that's consistent and seamless. Though it may require a bit of side-scripting, going with…
Ignoring the transitions and use of your parameters for a moment, what raw values are you getting for the VerticalMovement parameter? Try pausing the game and viewing the live Animator when moving up/down.
There should be no difference in the way …
How small are we talking? Can you share some screens to illustrate?
If there's any change in the appearance of text between platforms / Unity versions, then it'll be down to changes made to Unity. Though, what is the behaviour if you don't use th…