I really can't advise you on issues that occur with another asset. The "enemy attacking the player" behaviour is not to do with AC - again, you need to contact the other asset's developer for support.
I would recommend, however, that you …
Welcome to the community, @Snas.
If you're pausing the game when your Inventory menu turns on, there's no need to use the Engine: Manage systems Action because it's not an "in-game" Menu, and Movement will be disabled anyway.
In order to…
Create a test scene for me and PM it as a .unitypackage file, including the video asset you're using. Strip your ActionList down to the bare minimum needed to see the problem, and do not include any non-AC scripts.
Changing journal page is just a matter of setting your Button's Click type to Offset Journal - creative alternative solution though!
Could you rephrase and repost your second question? It's best to keep things in separate threads for future users, …
Saves can be deleted manually by deleting their associated system file. When saving in the Editor, the Console reveals the location of the file - if you delete it, it'll be removed from AC's list of saves as well.
Saves can also be deleted via the …
AC is for traditional, non-combatative adventure games. It has no concept of "enemy" types or "player damage". All such systems must be added on separately. How you do that is down to your own needs: the asset you're using, th…
* 1.KickStarter.player.charState (doesn't seem to be detecting custom animations)
The Custom state is not set when using the Mecanim or Sprites Unity Complex engines, due to the separation between animation control (parameters) and the animations t…
I suggest the latter - see the Manual's "Working with cinemachine" chapter for an outline of the recommended workflow.
For an unofficial Action that can enable/disable VCam objects, see this past discussion.
Welcome to the community, @Matteu.
Your event method fails because the Hotspot overrides control over the Highlight during gameplay. The Pulse method will work fine during a cutscene, but once you enter regular gameplay, the effect is bound by the …
I think I might have been caught out by your initial desire to use the Object: Add or remove Action.
If all you want to do is disable a Trigger, you merely need to send the "Turn Off" message via the Object: Send message Action.
Attaching …
Welcome to the community, @Incognito402. I'm afraid your post was automatically flagged to the spam queue. Not sure why - it may have been your username - however I've verified your account to prevent this from reoccuring.
The integration between …
Welcome to the community, @nursey.
In order to have information about an object be included in the recorded "save data" about the scene it's in, you need to attach the appropriate "Remember" component to it.
To save the state of …
The behaviour is now changing? Is it looping, or skipping? If skipping, when?
Please explain as clearly as you can what happens and when, and also provide screenshots of the relevant Inspectors / Actions. Without knowing what exactly is happening…
Tin Pot should work fine with Triggers etc, but you'll need to restart the scene/game - pausing won't work. You can place him in the scene Hierarchy itself to have him override the default one spawned in via the Settings Manager.
Noted, re: hide op…