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The Interaction menu will appear when the Hotspot itself is used. You need to set its Appear type to On Interaction. This is similar to the 2D Demo game, only it uses the mouse's position, not the player's to select Hotspots.
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Subm…
Sorry, you'll have to elaborate with details and screenshots. By "dancing" you want a character (the player?) to move to different Markers, or play different animations?
Shots of the issue, as well as your Settings Manager and AC/Unity v…
From the looks of the video, it seems it occurs when you hover over a new Hotspot or inventory item - rather than waiting "X" seconds.
If you uncheck Clicking an item without dragging it Examines it?, do both issues stop?
Let's see a scr…
Loading screens can be set in the Settings Manager, under "Scene loading". See the "Loading screens" chapter of the Manual for more.
A tutorial on creating a loading bar can be found here.
This wouldn't involve AC - the rendering of your project / graphical settings are still all handled by Unity.
A tutorial on incorporating a custom Action to create a new option, however, can be found here.
Welcome to the community, @liecro.
If you're going to animate the intro using Unity objects, I'd recommend doing so with Timeline - as it offers much more control over the timing of different objects.
Timeline is a Unity feature, but you can use A…
The "returns" doc should be more detailed (which I'll address), but the two are separate.
Both are AC's equivalent of Unity's own Input.GetButton and Input.GetButtonDown functions - with the first being true for the whole time a button is…
The second is related to text tokens, which again is necessary if you want to use AC's Label elements to display e.g. variable values.
There are some optimisations I can make here, which I'll look into for v1.69.0.
You're looking to run the ActionList in the background, but also prevent user-control over the player character. There's a conflict there which I don't understand - perhaps if you can share more information about the exact need/scenario, I can sugg…
Can you post larger images with more detail? Is this an ActionList asset, or a scene-based one?
It shouldn't be the case that ActionList data is lost. Certainly there've been no similar issues reported here. What exactly is being "reset to …
My mistake - it's only visible if the slider affects a variable or a custom script.
I don't see the harm in exposing for the other types, however - I'll look into this.
If it's at the start of the game, I don't understand why you're looking to reset the data.
You can, however, clear variable data through script:
AC.KickStarter.runtimeVariables.OnStart ();
Can you share more about the NavMesh's complexity with real numbers. So the base just has four vertices? How about each of the holes?
This may also be affected by your game's scale. How does your player character's size compare with e.g. the 2D …
Sorry, you're going to have to break things down with more detail and/or screenshots. You're referring to GameObject fields in Actions, or GameObject parameters used to set those field values?
You can set an ActionList's parameter values through s…
What ActionLists are these? ActionList assets?
The Variables would need to have a ConstantID value to be recognised by assets, but this should be the case already because the Remember Variables component needs to be attached for saving to work.
H…
Welcome to the community, @ZaharAlone.
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Sorry, but you're going to have to elaborate on what you mean, here. I'm assuming you mean "ActionLists", but I don't know what you mean by it being the default of anything.
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The sta…
You shouldn't have to resort to that - I never had to using OpenOffice - but it may be worth testing that with one or two lines just to confirm this is indeed the issue.
This may be more of an issue with OpenOffice. If shouldn't be adding characte…
You can only change what interactions are enabled. So you can have two Use interactions on a Hotspot, both with a different icon, but (if desired) both set to run the same Interaciton ActionList when triggered.
Disable one, and then use the Hotspo…
It'd just be a case of calling the ParticleSystem's Pause function, which I expect would be possible with the Object: Call event Action.
For completeness though, I'll see about adding such a function to the Particle Switch component.
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Running Deep Profile mode in the Profiler may reveal more, but it's referring to StateHandler.cs' Update function. How intensive this is depends on your settings and scene conditions (how many e.g. Hotspots, for example). It may be worth c…