Did you duplicate the Hotspot / Interaction, or make them a prefab? Or copy/paste the Action itself?
It may be that Unity considers them all the same. Try adding new Interaction components to each one, and create new such Actions independently.
I don't understand why you'd be spawning an empty gameobject, but I'm assuming that your "Game Manager" carries a custom script or something.
Yes, using Unity's DontDestroyOnLoad command is how to make a GameObject survive scene changes. …
A custom Action could be written to expand upon the existing one, but it's best to instead rely on scene attributes.
Scene attributes can be defined in the Scene Manager - e.g. a bool name "Is Outside" could be set to True for outdoor sce…
Character evasion involves dynamically altering the NavMesh at runtime by cutting holes around characters - so that other characters don't walk through them.
Both this, and calculating paths in general, are intensive processes. The more you instru…
Use the Variable: Run sequence Action and set the # of possible values field to 2. Keep Run on a loop? unchecked.
This is effectively the same thing - the first output socket will be used when the Action is first run, and the second will be used a…
No, but the field's value will still be respected even if a parameter is used here.
Unset the parameter, check Look at character's head?, and then re-assign the parameter.
How many parameters are involved? To be clear, changing one parameter's value in the ActionList: Run Action on Hotspot A makes the same change to the parameter field on Hotspot B? Or is it that the resultant parameters are always the same only whe…
Indeed, the latter. For assets to reference scene objects, you need Constant IDs - which are an AC feature.
You can use the Object: Send message Action to call scene objects from asset files, however.
AC should be fine with the most recent stable Unity release, currently 2019.2. Of course, if you do encounter issues - here's where to report them.
As 2019.3 is still in beta, it is not recommended to use it with AC (or any script-based asset, in …
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That's correct, as it's not possible to read the asset bundles during the export process. I shall add a warning to the wizard if this combination is tried.
Menus should be the correct size when re-opened. For menus that are already open, they'll need to be recalculated to adapt to the new text.
You can do this by checking Resize every frame? in the Menu's list of properties, or by hooking into the On…
Try this:
using UnityEngine;using System.Collections;namespace AC{ public class RememberParticleSystem : Remember { public override string SaveData () { ParticleSystemData particleSystemData = new ParticleSystemData()…
Shouldn't be necessary, in fact. I wasn't able to recreate an issue - using the 2D Demo's Managers, I made a test scene with the NavMesh below the camera view and didn't have any trouble moving the player around.
What's your Settings Manager's Nav…
I'll need more detail, I'm afraid.
What do you mean exactly by "Check for speech audio"?
Is this an asset bundle for a translation, or original language?
Perhaps. What status specifically are you looking to save? It's on/off state, or e.g. how long it's been on for?
Screenshots for context would be a big help.
Which of the two split-screen cameras is the Main Camera set to?
If the MainCamera is attaching itself to the third-person camera, then yes - the First Person camera's culling mask will be respected and you can prevent it from viewing objects place…
AC/Unity versions?
Is the object present in the scene before loading? Please share the full error message from the Console - including the stacktrace. You can select it and copy/paste it in full by opening Unity's Console window.
Let's also see …
Changing the Menu's Size field is one thing, but what of the elements themselves?
Is this occuring with the default AC interface? Do these other languages rely on different menus / fonts?
How about if you ignore the game's original language, and …
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There's no Action for that because it's recommended to instead enable/disable Interactions or use variables within the ActionLists. What Interaction is assigned isn't saved by the Remember Hotspot component, so if this is changed then this …