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The Pause menu is part of your own, customised interface - there's too much separation between this and the Interaction system to have such a checkbox integrated officially.
It's all possible with custom events, though:
using UnityEngine;u…
A side-bug of the Slider issue is that you can actually work around this by temporarily switching the Slider type to SFX, assign an ActionList, then switch back to e.g. Float variable (or whatever you had it as), and it'll still get run despite the …
I wouldn't say no to learning more about it, as I can't tell from this if it's a bug with AC, or just an issue with your own UI canvas.
Does your custom Menu have a "RectTransform boundary" assigned, which only covers the top portion of t…
The stacktrace from the Console suggests that it the Scene: Switch is being called via an ActionList asset. I can't tell how/why that would be called, though.
For what it's worth: setting a negative value in the Engine: Wait Action will cause a de…
I believe this was it:
using UnityEngine;using System.Collections;using System.Collections.Generic;using UnityEngine.UI;using AC;public class ArrangeInteractionIcons : MonoBehaviour{ public UnityEngine.UI.Button[] interactionButtons; public V…
Cameras
* Added: Option to allow third-person camera rotation during cutscenes
* Added: Ability to cache Unity's "Camera.main" variable for a minor performance boost
* Added: Ability to choose between the MainCamera and its Camera transfo…
And the changelog..
Upgrade notes
* The new minimum Unity version supported is 2017.1 - contact via the publisher email or forum for assistance with earlier versions
* The OnDownloadVariable and OnUploadVariable events now take a Variables paramet…
Do you have Input magnitude affects speed? checked in the Settings Manager?
It may be that the behaviour is related to your Horizontal Input settings - so tweaking Gravity / Snap etc may get things the way you want.
Select the save log for the Doors that shows up upon pressing Quit. Clearing the log while the pause menu is open will make it easier to spot. What is the full message (stacktrace included)?
Restarting the game shouldn't result in scene data savi…
You'll need to attach a Constant ID component to your NavCam in order to create a saveable reference to it - see the Manual's "Saving scene objects" chapter for more on this topic.
Is the Console giving a message about this being required?
You could use Unity's provided FindObjectsOfType to get all Hotspots in the scene.
However, the cleanest way would be to simply force an Interactive Boundary to consider the player within its region at all times. I'll provide this functionality (a…
I'm afraid I can't reproduce any such issue.
If you can create a .unitypackage file of your game's eight Managers, the two "Water bottle" ActionLists, a sample scene to test with, and any associated UI files (if using Unity UI for menu di…
Do you have 2 Players in the scene in this instance?
AC will refrain from spawning the "default" Player into the scene if it detects a Player component, on a GameObject tagged as "Player", as already present.
You can check to s…
Like I said, events will help you do just that.
Here's an example:
using UnityEngine;using AC;public class TogglePlayerMovement : MonoBehaviour{ public ActionListAsset disablePlayerMovement; public ActionListAsset enablePlayerMovement; pr…
I haven't been able to recreate the issue, similarly importing Cinema Director into an AC scene.
While it looks like you can get around this issue by importing when in a fresh scene, I suppose the best practice would be to import such assets into a…