There's not much detail to go on here, but it's likely that the audio icon in your screenshot is the player's root object. The blue line next to it should also be their path.
In which case, the NavMesh looks correct - and it's your player that has …
Welcome to the community, @brawsome.
While not a commonly-used feature, using subscenes in this way should be viable from the sounds of it - but there's not yet enough detail here to be able to recreate the issue and work out the problem.
First of…
Welcome to the community, @michlon.
The best way to tackle this would be to use your Toggle to control the value of a Global Bool Variable, which in turn determines whether or not a particular effect should be enabled.
Basically, you create a new Gl…
See the Manual's entry on the "Remember Transform" component in the "Saving scene objects" chapter - you need to assign the prefab's Constant ID value in the Linked prefab ConstantID field.
Placing an EventSystem in the scene file should be a viable workaround, but I can't reproduce this issue. Do you get any relevant messages in the Console, and have you tried this in a fresh project?
As you originally posted in the release …
Refreshing my memory of this, the restriction is there because of the interlinking of click-based movement and a Hotspot detection system that ignores the mouse position.
Set your Hotspot detection method to Custom Script, and your Movement method t…
I think you're getting confused about the role of cursor icons - there's no need to have an "Inventory" icon defined so far as I can tell.
I have no such issue on my end. Here's an example package to demonstrate how this should work. Dou…
Where exactly are the items? The default Crafting menu has three InventoryBox elements.
If the InventoryBox's "Inventory box type" field allows for it, you can limit items by category. Items can be categorised within the Inventory Manage…
What kind of interaction, a dialogue option?
There are two ways you can do this:
1) Create two dialogue options with the same label - one for the first click, one for all others. Disable the second one by default, and then use the Dialogue: Toggle …
I don't see why not - have you tried it?
You'll have to make sure that any ConstantID / Remember scripts they have are unique to each instance - so that the save system can differentiate between that.
Unity's Profiler can be used to detect sources of lag.
You haven't provided much in the way of detail (e.g. exactly how many Actions are running), it'd be simple to test out just by not running the ActionList at all and seeing if the lag disappears.…
If you rely on Audio Mixer Groups for audio playback, you can implement a Snapshot with a raised volume. That snapshot can then be blended to over time using the Sound: Play mixer snapshot Action.
See the Manual's "Sounds" chapter, and Un…
Not through the Menu Manager, but if your Menu relies on Unity UI then you can create a custom script that listens for double-clicks and attach it to your UI Button. (Also be sure to unlink this Button from AC so that AC doesn't do anything with it…
I take it that it was a blunder when you wrote 'keep the Movement method set to None', right?
Where did I write that?
By the way, I was looking for the Engine: Manage systems Action in the scripting manual, but I wasn't able to find it.
Al…
Details will be necessary to properly help.
AC and Unity version numbers, please. Let's also see screenshots of the objects in question - namely their Inspectors and the Actions you're using to add them. If they're prefabs, lets see those as well.…
It is - if no items are supposed to be listed, and you've set the When slots is empty? field to Clear Content.
That makes sense - since your Hotspot has no Inventory interactions defined. As you've got Only show items referenced in Interactions? ch…