It should do, so long as you have Update while fading out? checked in the Menu's properties.
If you do already, what are your Unity and AC version numbers? Let's also see the full properties of the Menu / Label element.
As I said, you also have another pair of Horizontal/Vertical inputs - I need to see both.
I think it's time to see your project itself. Create a test scene that demonstrates both issues clearly, zip up the whole project and send me a private link …
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Sorry, but I don't follow this. Use of a Hotspot / Trigger combined should be a viable option. You can define which cursor is associated with the "single-use" interaction, and have the Player move to a Marker - which will get int…
You're updating the Image component of the prefab, not the instantiated object:
Image photoImageBlank = EvidencePhoto.transform.GetChild(0).GetComponent<Image>();
The "Relative To Active Camera" option will cause the final position of the teleported object to have the MainCamera's position added onto it.
It'll always be in the same position relative to the MainCamera - so if you move the MainCamera…
What are you attaching the script to? If it's on the UI prefab, you can retrieve the Menu class with the Canvas:
public Canvas thisCanvas;private void OnEnable (){ menu = KickStarter.playerMenus.GetMenuWithCanvas (myCanvas);}
Try this in OnEna…
Not for me - I can't recreate any kind of "permanent running" issue with Tin Pot. What occurs if you use the default Tin Pot, with the Demo_SettingsManager assigned in a fresh scene, but with Movement method set to Direct?
If you can pro…
Please be sure to always include AC and Unity version numbers.
Do you have any other translations in your game? If not, does this occur if you create a new, unedited, language?
Does your Chinese translation involve switching font? Are you relyin…
Welcome to the community, @Grefics.
The website itself, or the link to the asset files? The website hosting is currently having some intermittent issues - what error message are you getting, exactly?
The direct link is this: https://adventurecrea…
It's not a stupid question at all, but your hunch is correct: the save system cannot detect Remember components attached to inactive GameObjects.
Unity UI objects need to be disabled at the GameObject level, rather than at the Canvas level, because…
Essentially, it's y = mx + c, where:
y = The camera's position
m = Influence
x = The target's position
c = Offset
Just so you're aware, custom cameras can also be made through the use of scripting - see the Manual's "Custom cameras" chap…
I'd need the imgur links in order to see them.
AC relies on its own character controller. In order to use a separate controller, you need an integration script - see the Manual's "Custom motion controllers" chapter.
A sample integration…
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That looks to be an issue with your Animator. When the speed is 1, the BlendTree is playing its "RunFwd" animation. That it appears like a walk animation looks to be an issue with the Animator itself. Does "RunFwd" loo…
Since you're rendering your cursors in Software mode, AC removes the system cursor and replaces it with its own. When you turn AC off, it's no longer rendering its own - but the system cursor is still hidden as well.
Since your UI is linked to AC,…
The player / movement settings are unrelated. You can test the Dialogue: Play speech Action manually by placing it in a Cutscene and clicking Run now in its Inspector at runtime.
Does your Menu Manager include a Subtitles menu with a SubsLineLabel…
I don't believe so - resampling occurs when you change the import resolution in the sprite Inspector.
Technical questions about Unity are best asked on the Unity forums, however.
If it works with the 3D Demo, we'll need to find which difference with your project that's causing it. We'll first work out whether this is the Player, the scene, or the Settings Manager.
This can be done by combining the two together. For exampl…