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That's correct, though whether or not it includes video is up to Unity, I suspect. Results may vary on how the video itself is rendered.
If it's a physical object in the scene (e.g. played as a material on a quad) then it would be included…
Ah, thanks for clarifying.
For turning animations in 2D, you'll have to rely on the "Sprites Unity Complex" animation engine. This takes a little more work to set up than the "Sprites Unity" engine, which is the default for 2D,…
To update: both a "screen space" option and "auto-snapping" feature will be part of the next AC update.
For the former, tracks will have a "Movement calculation" option that, when set to "Cursor Position", wi…
Local variables cannot be used in ActionList assets, but component variables can.
Are you able to upgrade? v1.68.0 introduced component variables, which are variables that can be attached to GameObject in the scene. These too can be parameterised…
You're referring to ActionList parameters? The "New speed" field doesn't support parameters, but I shall provide this in the next release - thanks for the alert.
This is for a 2D character? Sorting Maps reduce the speed of a character b…
Unless a Menu's Appear type is set to Manual, you'll have to lock it as well as call TurnOff in order to prevent it from turning on again.
DirectIntMenBackground.isLocked = true;DirectIntMenBackground.TurnOff ();
Again, you also need to call Recal…
The NavCam warnings are unrelated, but important to heed in order to implement the ability to save the game. You can generally just click "Auto-add Save components to GameObjects" at the top of the Settings Manager, but it's important to …
By "remove a Use interaction", you mean clicking the Cog icon to the right and choosing "Delete"? I'm afraid I can't recreate.
What is the difference between "new" Hotspots, and those that it occurs for? In Unity ver…
I've described above two ways to limit movement to only the x-axis. There's no "set way", however, because the needs of each project differ. If your game relies on Direct movement, you can also add a Rigidbody 2D component and freeze the…
Are you clicking with the system cursor, or the simulated cursor?
AC will place the cursor in the screen's centre if it is "locked". See the Manual's "Cursor locking" chapter for details on what this means and how to lock/unloc…
The Button element's "Alternative input button" will only register if the Menu itself is under direct-navigation. I suspect, however, you want to be free to press other buttons at the same time.
You're probably best off relying on an &qu…
Interesting indeed - I haven't seen such an issue before.
It looks like only a portion of the screen is rendering. Where the inventory permanently shows, or the cursor graphic repeats, it looks like the camera isn't rendering to there so nothing i…
2D or 3D? I'm assuming you're using Direct control. Is this with the keyboard or a controller? And what are your AC/Unity version numbers?
A video or at least screenshot would help explain the issue, because pressing in an e.g. up-right directio…
I'm not clear what you mean. Can you share screenshots and AC/Unity version numbers?
Local variable parameters should be valid in Variable actions (e.g. Variable: Source) so long as you set the Action's Source field to Local.
Are the UI buttons connected to AC's Menu Manager? If so, they should automatically block movement clicks.
You can enforce this for all UI elements, however, by checking Unity UI blocks interaction and movement? under "Interface settings"…
Locking a menu will prevent it from showing when it does normally given its Appear type property. A menu can be locked by default by checking Start game locked off?.
Of course, you can always delete the original Hotspot menu and bring it back late…
You can find references made to a variable by clicking the cog icon beside it and choosing "Find references".
It's not possible to find references for an ActionList, but if you're calling it via an ActionList: Run Action then you can at l…