Your video shows the problem, but there's not enough to know the cause.
The camera seems very high - for a vertical offset of only 2, is your game's scale very small? How tall is your Player character in units?
Please share uncropped images of th…
Welcome to the community, @RPGamer101.
As this is a visual issue, it will be best to see some screenshots to help understand the problem. I'm also not clear on your question issue: what do you mean by the player being "just out of it"?
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This input will be detected whenever in gameplay. If the menu pauses the game, they'll have no effect.
I shall consider making this input system optional, however, so that it can be controlled similarly through script.
In order to help you, I will need these questions answered. Cropped or no, I still need to see your full Settings Manager. Again, your version numbers too.
Please also share details of your attempt with Brain2D in your scene.
After that, load up…
You won't even share your version numbers?
Without answers to my questions, I cannot help. I need to know certain aspects about your situation, since I am not able to recreate your problem.
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The options don't appear, or they have no effect? Please post a link to a screenshot showing me how the comment editor looks for you. Other users seem to have no such issue.
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This isn't from the code insertions I gave you earlier. …
Yes, it is. And the first screenshot you posted is the complete list?
Try opening an errant instance in the ActionList Editor - are any of the Actions highlighted green to indicate they're currently running?
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If you were doing this with Actions, you could queue up a Character: Move to point Action followed by a Character: Move along path. If you mapped the fields to parameters, you could set the parameter values through script and run it from th…
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Yes - see the Input button field beneath each icon in the Cursor Manager, as well as the Available inputs box in the Cursor Manager.
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Create a new interaction icon that matches the main cursor, and then map that icon to the Hotspot's…
It really depends on what you want to animate - the camera, the player's body?
If the player always starts from the same placed each time the custscene runs, it'd likely be easier to create a separate camera for the animation in your scene, and jus…
The instance of an ActionList asset should remove itself automatically from the Hierarchy once it's completed. Multiple instances should only spawn if Can run multiple instances? is checked in its Inspector.
If you run the ActionList asset manuall…
The Scene: Change setting Action can be used to modify a NavMesh's holes at runtime - so no, there shouldn't be an issue with calling AddHole / RemoveHole through script.
You should, however, recalculate the paths of any moving characters at this t…
Settings Manager in full, please - don't crop anything. Also: what are your AC and Unity version numbers?
Your Vertical movement factor is set to 1 in your screenshots. Presuming you've tried lower values, are you overriding it in your Scene Mana…
Please share a screenshot showing how it appears for you - all saves with valid screenshots should be displayed.
As for multiple pages, the template is just an example - you'll have to adapt it if you want it to behave differently.
For full contro…
1) I'm presuming that the other cursors you're referring to are the interaction cursors you get by the (optional) right-click mode to cycle through them. This is achieved via the Cursor Manager's Cycle Interactions with right-click? option.
To dis…