Are your images hosted elsewhere, and you're just trying to embed them here?
There shouldn't be an issue there - where are they hosted? If the "Image" tool button doesn't work, pasting the raw link text should be fine.
I've tried reproducing your "Skippable cutscene" -> "Non-skippable" -> "Skippable" technique, and things work for me as intended - though not as it seems you're hoping.
When a continuous block of gameplay-blocking…
* The ones that messed up where all the prefabs that I had created with editor but I forgot to make them separate prefabs. It said missing prefab.
If they were linked to AC's "regular" Hotspot prefab, what's the state of…
So are other ActionLists with those "specific lines" also broken in the Editor?
The GIF doesn't show the problem too well, and I'm confused about the Inspector screenshot because nothing looks problematic there even in the ActionList Edito…
If there's trouble when the system cursor leaves the window, you can have it lock along with the "AC cursor" by checking Lock system cursor when locking AC cursor? in the Cursor Manager - is that already enabled?
From such an old release, I couldn't say. The workaround should have addressed it though.
You should be able to get the latest official release importing into Unity 4 just fine. You'll need to address some minor errors, but afterwards it should co…
Please be more specific than "2018" when posting your Unity version number.
What do you mean by "Freeze menu", and what are the properties of the ActionList that runs when it turns on? If the ActionList only waits zero seconds, …
It should work in theory, but there've been a few issues reported with more recent versions of Unity about Animators not being initialised when spawned at runtime.
What's your version of Unity, and what is the state of the Animator in question?
It m…
The behaviour of the Input: Toggle active Action is as intended. It's not a toggle, but a way to set an input's state explicitly. Checking the New state box will enable it, unchecking it will disable it.
An active input should only ever work when …
I wonder if this is a duplicate of this Unity bug.
I've PMd you a modified copy of the ActionMovie.cs file that's causing the issue - let me know if it makes a difference.
What version were you previously using that worked?
I'll need steps to recreate the problems, or at least screenshots showing the exact Actions involved. A few things that I need to know:
1) How are you triggering the cutscene animations, and what …
Certainly the mouse cursor showing up has long been an issue, but so far as I can tell this is to do with Unity. Perhaps a script to "brute force hide" the cursor at all times is necessary, but this is only an issue with Software cursor r…
And is this the first time you've downloaded from the Unity cloud? Or did it (and this particular ActionList) previously work?
Please also be specific about your Unity version number - with patch releases, betas, etc, "latest release" co…
Regarding the input box still being manipulated when turned off: I've recreated the issue. Don't worry about posting screenshots, and this should be fixed in the next release.
Worryingly, I can't free-aim in your Mac demo - free-aiming seems disabled while the cursor is locked. What are your Unity and AC versions?
The following settings work OK for me:
First Person Cam:
Freelook sensitivity: 13, 13
Settings Manager:
F…
Should be fine. Just set the Video Player's Render Mode to Camera Far Plane, the Camera to MainCamera, and make sure the ActionList doesn't block gameplay once the Engine: Play movie clip Action has started.
Welcome to the community, @Clem.
That'll be it. The Menu Manager connects to Unity UI Text components - it doesn't know that you're instead relying on Text Mesh Pro.
A script that connects the two together can be found on the AC wiki here: https://…
* is it possible to set the "appear type" to manual AND key ?
Whenever you need more control over when a Menu is shown, set it to Manual. The On Input Key behaviour can be recreated by defining an Active Input that runs an ActionList, wh…
A separate "Cutscene cursor" can be assigned in the Cursor Manager, which will display whenever gameplay is blocked.
You can change the texture file used at runtime, depending on whether a Skippable ActionList is running:
http://pasteall.o…
Don't disable the Interative Boundary component - unset it from the Hotspot Inspector.
Also, I wasn't asking if the label shows up (since that's correct), but instead if the Hotspot then becomes interactive.
I cannot recreate this problem with the s…