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ChrisIceBox

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ChrisIceBox
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  • Works for me - what's your Unity version? When it comes to triggering events, an alternative to using the Highlight component is to rely on script-based events. The OnHotspotSelect and OnHotspotDeselect events generally serve the same purpose: us…
  • I'm assuming this is in 2D? If by "layer" you're referring to a Sprite Renderer's Sorting Layer field, then that won't have an effect. AC doesn't involve renderers when raycasting for Hotspots - but you should find that moving the backgr…
  • Welcome to the community, @Arsenal52. As it's non-standard behaviour, this'd take a small bit of custom scripting. AC provides ways to both toggle an element's visibility, and check if the mouse is over a given element, through its API. Something…
  • AC Constant IDs are always used to map objects 1:1 - having multiples objects share the same ID introduces the issue of the wrong object becoming mapped to. The "autocorrect" system is there to fix such issues, and I don't plan to remove …
  • I can't debug a custom script I haven't seen. You updated only AC and not Spine/Unity? I can't see anything that might be related in the Changelog's "Upgrade notes" for the relevant updates, but again - the warnings are from Unity. Rega…
  • A draggable object is placed on the "Ignore Raycast" layer when it's turned off. Are you turning it off somehow? This can occur if you attach a Remember Moveable component and set its Default state on start? to Off, and also if you pass …
  • Welcome to the community, @Schluhm. The Character: Move to point Action is not designed to be "fought", but if your character is 3D and has a Rigidbody that has Is Kinematic left unchecked, then movement is handled by adding forces to it …
  • As I said, it should do already. And my own testing shows no such issue. You will have to provide full details (AC/Unity version numbers and steps to recreate) for me to be able to address it.
  • I'm not clear - you said the only issue was that the menus get disabled. Does the video pause when not running in the background? Sample script: using UnityEngine;using UnityEngine.Video;using System.Collections;using AC;public class VideoPauser …
  • If you have a carriage return in your speech text, it'll be replaced with [break] when exporting - and vice-versa, instances of [break] will be converted into carriage returns when re-importing. These'll need to be retained if the carriage return i…
  • You can set the ActionList's When running field to Run In Background so that gameplay continues while it runs. Otherwise, you can just attach a simple script to the VideoPlayer component that pauses the video whenever AC itself is paused.
  • Does your character have the AdventureCreatorControllerHandler script attached? That instructs UCC to teleport the player when AC moves the character to a PlayerStart - but UCC/TPC appears to ignore it when the scene starts up. This occurs for me …
  • You're using a custom animation engine - there are scripts mentioned in the warnings that aren't part of AC's official codebase. The warnings themselves are coming from Unity - whatever the code is doing, it's attempting to play animations on a dis…
  • So you still want the jug to be interactive, just that the player should move closer to it first before running the Interaction? If the Hotspot interaction's Player action is set to Walk To, you can check Set minimum distance? underneath to enforce…
  • Welcome to the community, @OhNoo. The centre-point of the Hotspot will determine where the Hotspot menu will be positioned, but it also depends on the properties of the menu itself. If the menu is of a fixed width, and Always fit within screen? is…
  • They should do already - so long as you are playing them back with the Engine: Play movie clip Action, and you have both Wait until finish? and Pause when game does? checked.
  • What's your navigation type set to? Point and click? Try changing the Trigger's layer. If it's on the "Ignore Raycast" layer, it shouldn't interfere with mouse clicks or navigation - but it may if on the "Default" layer.
  • Yes, the ": English" etc should be added automatially. Are you linking the Cycle element to a UI Dropdown or a Button? If using a Button, the text should update so long as your Button has a Text component either attached to itself or a c…
  • Can confirm - though this may be a bug with Unity, as I'd have thought they should display if closer to the camera than the far clip plane distance. A workaround would be to instead set the Video Player's Render Mode to Render Texture, assign a new…
  • Thanks, I've recreated the issue. I'll see this fixed for the next release, but you can make the necessary change manually by opening CursorIcon.cs and inserting the following at the top of the GetAnimatedRect (int _frameIndex) function (around lin…
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