Re: ActionList auto-arranging and Engine: Wait debugging - if there are issues with AC please post details as new threads so that they can be addressed.
AFAIK Unity can only pre-load one scene at a time, and if you then switch to a loading scene in between pre-loading and loading-proper, then I assume that the pre-load data is lost. I'd expect it that the choice would be one-or-the-other, not both.…
This is for a point-and-click game?
Generally Hotspots and NavMeshes need to be separated so that the mouse is "over" only one or the other at any time. As this is a visual issue, please post screenshots to show exactly what you have. S…
I couldn't see that myself in the project you sent. Does it occur if you remove the Animator component? If not, it'll be an animation issue and you'll likely have to play around with baking the Y position in the animation settings.
Recreated, it does indeed seem to be an issue with Unity, introduced in 2017.4.
One workaround is to replace your UI prefab's Image components with RawImage components.
4 seconds is very long for a scroll sound - bear in mind that without that option checked, that means you'll only hear it played in full every 4 seconds, which often isn't appropriate for this case since it'll often continue after the scrolling has …
1. Agreed, I'll look into that.
2. Item properties are most useful when used dynamically, i.e. when you don't know exactly what item it is you want to access until runtime. Accessing them via script is generally more sensible because of this, as m…
The Display type property in an InventoryBox element can be set to Icon And Text. It is only compatible with Unity UI-based Menus, however. A tutorial on converting an Inventory menu to Unity UI can be found here.
The amount of a specific item being carried can be limited with the Inventory: Check Action.
This can be used to query how much of an item is currently held by the player, and when used before the Inventory: Add or remove Action can prevent the pla…
As I suspected, this is down to the Unity Third Person Controller script. The ground check is failing and causing the falling animation to play indefinitely.
Increase the component's "Ground Check Distance" to 0.3 (to match the player's)…
Variables are the main tool when it comes to changing your game according to the player's choices / situation.
Variables can either be global (accessible across the whole game) or local (accessible only in a specific scene), and are defined in the …
The issue with parameterising the Character: Animate / Character: Change rendering Actions is because those Actions need to know details about the specific character involved (chiefly the animation engine).
What you should be able to do, however, i…
No need to re-post your previous message.
The "Is loading" message is not going to go away - again, you need a separate such Action to load the scene when you want. I can't see any issue on the AC side of things - it does preload the sce…
Which versions of AC / Unity, and is there a PersistentEngine object in your scene's Hierarchy? Any Warning messages in the Console?
As it's not clear if AC has yet initialised (since you're running this in Start), try renaming "Start" t…