Dealing with draggable objects and position checks etc gives this a fair bit of complexity. I would recommend getting a local version of the puzzle working in a scene before attempting to prefab anything.
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The callback you're looking for is…
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I need the stacktrace as well - please don't crop it from the screenshot.
I also need the results of the Debug.Log statement I asked for.
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So after restarting, the voice/text is corrected?
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This is with a Cycle menu element?…
I cannot recreate such an issue.
The FaceFX animation file should refer to "Player" if Use Player prefab name in filenames? is unchecked in the Speech Manager - is this the case? What are your AC and Unity version numbers?
I'm not sure …
Go to the Menu Manager, and find the InventoryBox element's properties. Try setting the Inventory box type property to Custom Script, which will remove all default click functionality from it.
As AC is intended for traditional adventures, it does not feature 2D platformer mechanics. It can handle Hotspot interactions / vicinity etc, but you would need to supply a custom controller to handle the player movement.
See the Manual's "Cu…
This player has no Controller assigned in his Animator component. He also has different idle and walk animation names in his Player component to this player.
You are using local players in both scenes. Take the one that's working, and assign his …
Please post the error message in full.
You say it sometimes appears. Does that mean sometimes voice plays when Russian is set?
What are your AC and Unity versions?
The loading of asset bundles occurs in the RuntimeLanguages script's LoadAssetBun…
No, there's need to create him again - your default Player can be used throughout the game.
If his animations are not playing, please share details in the form of AC/Unity version numbers, screenshots of the Player's Inspector / Animator, and Conso…
This may be an issue of size vs accuracy - hole2 is smaller and your player's yello sphere gizmo (which represents accuracy) is very large by comparison.
Two things to test:
* Check Retro-style movement? in the Player Inspector.
* Drop the 2D Demo…
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I'd like to keep the provided tokens relatively simple to understand, but I suspect it wouldn't be harmful to force the "processing" order such that the [param] token is read before the [var] tokens. You could then combine tokens …
Apologies for your frustration. Rest assured that we'll get to the bottom of it and remedy it as appropriate. Don't worry about having to add empty boxes or anything like that.
I will, however, need more details about your project in order to rel…
If hole1 works but hole2 doesn't, then let's see a screenshot of hole2's Inspector as a comparison.
Try unparenting both hole1 and hole2 from Default NavMesh, so that all three of them are children of the _NavMesh folder object.
You have to explicitly allow direct menu-navigation during gameplay with the Engine: Manage systems Action.
See the Manual's "Navigating menus directly" chapter for more.
Yes, it's a component script - nothing to do with Actions.
The script only affects the speech text itself - it's separate from any Subtitles menu that may display it. Just having it on an empty GameObject in your scene will be enough for it to wo…
I'm not sure what you mean by "setting actionlists".
You can, however, already run ActionLists - or any custom code - when transferring items by hooking into the OnContainerAdd / OnContainerRemove custom events.
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Apologies, I was mistaken - OnMouseOverMenu is indeed for mouse-only.
Since you're using Unity UI, you can instead hook into the ISelectHandler event. Replace the above script with:
using UnityEngine;using AC;public class ReselectLastSlot…