Assign a Default Sound prefab in your Scene Manager - that will be used to play audio whenever the Sound: Play Action (note: not the Sound: Play one-shot Action) is used without specifying a Sound object to play it from. You can then configure your…
I did - back on the same day as your last post. Is it not here?
Without feedback, I went ahead with the feature as I saw it best implemented. It's in the latest release via a new option for each inventory item.
Ahh, Unity and it's rigidbodies..
Nice work - glad to see integrations allowing for different gameplay styles with AC. If you have any scripts you'd like to share with the community, I'm sure they'd be welcome on the wiki.
You show the issue as you described, but not how it's occurring. Let's see the Action you're using to switch player, your Settings Manager showing both player prefabs, and the Inspectors of the two player prefabs.
AC and Unity version numbers, please. Are you using the beta PostProcessing v2?
What happens if you unset the MainCamera's Fade texture? If the texture is showing at all times, it may be that it's faded out. Try using a Camera: Fade Action to fo…
Have you added them to your Speech Manager via the "Gather text" button? They won't have an ID number assigned (defaults to -1) until this.
The next version of AC will allow you to set string variable values within TextArea fields, as op…
Is it a 3D or 2D sound, and is the camera in a different position each time? If you don't supply a Position transform in the Action, then it will be played at the scene's origin - which may affect volume if you're dealing with 3D sounds.
The relat…
The contents of the Menu itself shouldn't matter - since the script ought to be preventing it from showing at all.
Which versions of AC and Unity are you using? Let's also see a screenshot of your use of the SelectivelyLockHotspotMenu component, w…
AC variables can be manipulated through script - see the front page of the scripting guide.
After AC switches to a non-AC scene with the Scene: Switch Action, the PersistentEngine will still be present in the scene hierarchy but will sleep until yo…
Your scene relies on Unity Navigation for pathfinding, and Ethan has a NavMeshAgent component as well as the script I posted above? Does he move at all, or remain frozen?
If you can share images showing your scene setup and player character, I wil…
See the top of the "Saving and loading overview" chapter of the Manual. Save-game screenshots can be enabled at the top of the Settings Manager, and then made use of in your Save menu's SavesList element.
An example template that makes u…
The Pause/Save/Load/Option transitions are handled by each Button element's Click type being set to Crossfade, which automatically closes all other menus.
For complete control over what menus turn off/on etc, change this to Run Action List, and def…
I'm not sure what you mean exactly - please give as much detail as you can, especially when custom/third-party scripts are involved.
By Tin Pot, you mean the 3D Demo game's unmodified player prefab? What do you mean by him not working? Is he not …
The "Offset original order?" option should indeed work as you assume. You haven't said in what way the sprites break, however. What exactly is happening when you use this? Bear in mind that you should only have one FollowSortingMap on y…
1. The interaction system can be enabled or disabled via:
KickStarter.stateHandler.SetInteractionSystem (true / false);
2. Again, we'll need to determine if that's down to the custom controller. If you don't re-enable the controller script after …
You'd have to store the page's text in a global String Variable, and then display the contents of that variable in the page using a text token, i.e.:
[var:X]
Where 'X' is the ID number of the string variable. For more, see the Manual's "Text…
I can't recreate such a problem. What version of AC are you using? If not the latest, please upgrade and try v1.62.2.
What are the rest of your interface settings? Are you using Software or Hardware cursor rendering? A shot of your Settings Man…
Which versions of AC and Unity are you using? Please be sure to try the latest version of AC. Do any error messages appear in the Console?
What happens exactly at the moment the switch should occur? Does the invector player get removed from the …