The Music/Ambience lists etc are possible because runtime code is able to reference their asset files.
The ultimate issue here is that Unity requires that scenes be referenced by number/name in runtime code - with asset file references only being a…
I can't reproduce such an error. What's your Unity version?
PM me your Speech Manager asset file and I'll take a look.
It is already possible to import and export languages from a single file - add new columns in the Export Wizard window to expor…
You'll have to specify a valid cursor underneath (ie. one with a texture assigned in the Cursor Manager), but otherwise that should be enough.
Is your Menu rendered with AC or Unity UI, and is your cursor rendered with Software or Hardware? Let's …
Despite the error message, what effect does it have on your project?
The message doesn't reference AC at all, so I'm not sure what I can suggest here. The message does suggest that "AmplifyColorVolumeEditorBase" is where the problem lies…
Welcome to the community, @Jen42.
I'd say your hunch is correct - locking the cursor involves locking it's position, not it's behaviour.
The mouse's control over a UI-based Menu should automatically be disabled, however, if the Menu is known by AC…
(Quote)
I'd recommend keeping any custom scripts out of the main AC folder. Best placed in a Scripts subfolder inside your game's directory (the one created by the New Game Wizard).
(Quote)
It works fine on my end. Are any new errors appearing in…
The OptionalMouseInputModule is self-contained, meaning you can duplicate it and modify a copy (rather than the original) to suit your needs.
I'd recommend making a new EventSystem prefab that uses your modified copy, and assigning it at the top of…
(Quote)
I've updated the script once more, try it now.
(Quote)
By default, it's a case of tapping on where you want to interact, and - if you tapped on a Hotspot - that Hotspot gets highlighted. A second tap in the same place then runs its Interac…
First issue
This appears to be related to the document not having an associated texture assigned. I'll address this, but in the meantime you should be able to get around it by assigning a texture to the document in the Inventory Manager.
Second is…
What iOS version are you building to? I shall look into this.
Does it work if you enable Json saving by checking Save in Json format? (Experimental) at the top of the Settings Manager?
What platform are you building to?
None of those script warnings are AC-related. This may be a Unity bug with the AC troubles being a side-effect. There are several threads on the Unity forums covering similar warnings:
https://answers.unity.com…
First issue
Again: You are getting an error message at 1:19 in the first video - please show it in full. So far as I can see, this occurs at the moment the issue occurs.
Second issue
The event will trigger when the Document closes. This will happ…
Welcome to the community, @jonjojo.
I'm presuming this is a Menu that relies on Unity UI. Are you navigating the menu directly, or using a simulated cursor to hover over items?
What is the "B" button mapped to in Unity's Input Manager? …
(Quote)
Exacly right - the camera's fade texture is drawn atop all else.
You could instead rely on a Unity UI Canvas that's got a full-screen texture overlay, and control it's visibility either through animation, or by hooking it up to the Menu Man…
So you're saying that this only occurs if you load the game beforehand?
Try opening up LevelStorage.cs, and paste the following into line 305:
if (allLevelData == null) allLevelData = new List<SingleLevelData>();
Does that resolve the issue?