In which AC version?
Make sure your Player has either a Rigidbody and Collider, or a Character Controller - it will not react to triggers otherwise. You can test that the Trigger is actually running by inserting a Dialogue: Play speech Action to se…
Again, Action Comments will help debug this.
Going with your above example, write comments for each instance of ActionList: Run that calls song_1_FAIL. Comments can be enabled via the cog icon. If you make each comment u…
I need to know what you're working with. Show your typical import settings - setting the Load type to Compressed In Memory should be your first step, regardless of whether or not anything further can be done.
As an aside, it'd probably be more manageable to create a separate "save progress" ActionList asset that both updates the variable and writes to the AutoSave file. The variable's value could be set through a parameter, and you could then …
Paste this in a C# script named CombineInventoryButton.cs, and add it to your scene:http://pasteall.org/1352405/csharp
Define an input named "Combine" in your Input settings, and the script'll select the hovered item when it's pressed.
The ActionList Editor relies on Unity's own editor code, so there are limitations imposed in that regard. I will see what can be done, however.
Zooming is possible by enabling it in the Actions Manager.
In what AC/Unity versions?
There shouldn't be any issue with UI menus. What exactly is the issue? Are they not turning on, or not clickable? Or are they clickable (i.e. button colour changes etc), but have no effect?
Are you relying on your own …
Again though, are you testing in builds or the Editor?
The audio files themselves are large even by themselves. Have you tried the various import settings, e.g. the Load Type?
It may be that auto-assigning them is better in your case. In my own t…
If the various "Song_" ActionLists are all variants of one another, you should be relying on ActionList parameters to condense them wherever possible.
Since a lot of what's shown here is noise (so far as the issue goes), I think what's act…
What I'm getting at is: is merely selecting the item and not closing the menu all you're looking to do? I'll see about writing the thing for you, but I need to know exactly it is you want.
See the Manual's "Adventure Creator menus" chapter - the order in which Menus are listed will determine the order in which they're drawn. Just move the Hotspot menu to the very bottom.
Use the [hold] tag in your speech text to display it on-screen indefinitely, so that you can run a Conversation with it still showing.
For more, see the Manual's "Text tokens" chapter.
Seeing this for myself, the RememberAnimator is doing its job correctly - it saves when the Autosaving / exiting the scene, and loads when loading / entering the scene.
The issue is that the Animator itself does not have time to update itself in bet…
The provided movement controller isn't intended for platformer/arcade mechanics - such behaviour would have to be added on with a separate script.
There are two ways you could do it:
1) Remove the Vertical input (or map it to some empty key) and the…
Probably easiest with a custom script to respond to the correct keypress, but before that you'd have to get the right behaviour when the key is pressed.
Forgetting about selecting and closing the menu for the moment, and just focusing on the combini…
I'm afraid it's too confusing like this. You'll have to post screenshots your ActionLists, as it makes it much more clear to see what's going on.
From what I can tell, there does seem to be some superfluous Actions - e.g. TimerFailCheck runs Fail_1…