A tutorial on "Player vicinity" Hotspot detection can be found here. I'm not so sure it's necessary, however.
If you check Lock cursor in screen's centre when game begins? (in the Setting Manager), then Hotspots will only be detected whe…
Please see the "Save profiles" chapter of the Manual. Save-game profiles can be enabled in the Settings Manager, and a default Profiles Menu is included as part of the default interface - just enable the "ProfilesButton" in the …
Welcome back, @tdcpresents.
Also know that an alternative solution is to rely on just one Trigger object, but attach a second AC_Trigger component that runs the "Exit" Actions. The 3D Demo game does this same trick for its own gameplay c…
- Characters are intended to rotate in 3D space, regardless of their graphics type. This is the reason for 2D characters to be placed in a child object - they'll be counter-rotated every frame to face the camera. You can prevent this, however, by …
I wouldn't recommend creating a "fake" NavMesh if it doesn't actually allow the player to go there.
You could try defining an "Inaccessible" cursor icon in your Cursor Manager, and then covering the area in the scene with a Hots…
AC and Unity versions, please.
Are you using the Sound: Play music Action to play your music? I too am not able to replicate it - are they are any other details you can share about the circumstances under which music failed to load again?
Place the Player on the Ignore Raycast layer.
By default, the Default layer will block raycasts to Hotspots - which you can use to your advantage to prevent Hotspots being "visible" on the other side of walls etc.
See the "Text tokens" chapter of the Manual. The [hold] token can be used to keep a speech line alive indefinitely until it is ended using the Dialogue: Stop speech Action. An Engine: Wait in-between should allow you to set the exact tim…
Welcome to the community, @fettklump.
As this is a very visual problem, it may help to see some screenshots that illustrate your scene setup and what exactly is occuring. If you wish for the player to move along the X-axis, and the camera is facin…
If your UI Inventory slot uses a RawImage component instead of an Image one, then it can use the texture you assign in your Inventory Manager - rather than generating a cached sprite from it. This should retain any Packing Tag information you assig…
It's not a problem I can recreate.
The Warp function call is necessary when teleporting so that it "resets" at this time. When a NavMeshAgent warps, it will move to the point on the NavMesh closest to that requested. If it has trouble f…
What's the effect of checking Wait until finish? in the first Action in your screenshot?
A custom script could certainly go through your game and find/replace references to it. Are they all referencing it only via the ActionList: Run Action?
What…
I suppose the first thing to determine would be to learn if the Triggers are not detecting the Player, or if they are but not reacting to it.
Try placing Debug.Log statements in the AC_Trigger script's OnTriggerEnter, OnTriggerExit and OnTrigger st…
For that, I need to recreate my entire scene and ecosystem in a fresh project without UFPS. Maybe later.
Running the 3D Demo game with your Cursor and Settings Managers would be an easy first step. Place Tin Pot into the scene so that he override…
A Collision Cube 2D (or any 2D Collider) will only affect your player if they have a Rigidbody2D and 2D Collider of their own.
But when it comes to Point And Click pathfinding, it's not recommended to use colliders to restrict motion. Instead, you…