As the message describes, you can't preload another scene if you make use of loading scenes. It is only possible to preload the next scene opened - which will always be the loading scene in this case.
If GUI A is a separate menu, you could just check it's visibility with Menu: Check state.
To determine if a Toggle is on, read it's isOn property. This can either by the isOn property of Unity's own Toggle component, or AC's Toggle element:
(AC.P…
The game being paused is not the same as gameplay being blocked. The latter can occur when a cutscene runs, for example.
The Save button's visibility is not dependent on the game being paused.
If a blocking ActionList is running at the time the menu is turned on, the default Save button will be hidden. A shortcut key does not involve an ActionList - the menu Action does.
Call your Menu: Change state Action from an ActionList with a When…
Can you share screenshots to elaborate? I'll need something more to go on than it simply "looking" hi res.
If this is affecting non-AC sprites (i.e. background images) as well, then it's certainly down to Unity alone.
The default Save button will be hidden if saving is prevented at the time the Pause menu is shown. This is typically the case when a gameplay-blocking ActionList is currently running.
See the Manual's "Saving and loading overview" chapte…
Have you tried using Audio Mixer Groups?
These already offer greater control over audio playback. Having another system to do the same thing would be too much, I feel. A separate component, added onto a Sound object, could feasibly auto-assign a …
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To what extent? If you disable Rewired temporarily, do things work as they should? It may be that this is overriding the system cursor's display.
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When should it not? During cutscenes? You can define an "empty" cursor g…
Welcome to the community, @arsys.
AC has its own custom event system, which provides script hooks for common tasks such as a character speaking or moving. It may be possible that the introduction of an "OnPlayFootstep" event may prevent …
This will work, but it's not because of the Hotspot - but the collider that it comes with.
Placing a 2D Collider (either a Box Collider 2D or Polygon Collider) on an empty GameObject, and placing that object on the Default layer, will achieve the s…
An ActionList will only respond to the "EndCutscene" input once - if it's already skipping, it'll be ignored.
I'd recommend always checking your ActionLists (all types) for skipping behaviour, but yes - the principle is that all Actions w…
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It's not using any special tricks - the crossfade component is on a child of the MusicEngine prefab, but it's still using Unity's own AudioSource.
I was asking about volumes because reports about "pops" in the past have typically …
Interactions and Cutscenes are covered in the Manual. The "ActionList" component is not intended to be used directly, hence it's exclusion from the Scene Manager's list of prefabs.
2D or 3D? I think I'd need to see a visual explainer to illustrate the issue.
Do note that the latest AC release should still work with 5.6.6 - at least, the scripts are compatible if you only import those.