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ChrisIceBox

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ChrisIceBox
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  • You haven't configured your Slider to synchronise with the value of the Global Variable. Set the Slider type field to Float Variable, and change your Global Variable to be of type Float, not Integer.  A Slider can only control Float values, but the…
  • IIRC this is down to a bug with Unity, which AC now compensates for with updates made to its prefabs.  Not sure why it's occuring for you now. Try following my suggestions above regarding the near/far clipping planes of the BackgroundCamera, and en…
  • The OnHotspotSelect event couldn't be used exclusively, because that is run the moment a Hotspot becomes selected - not continuously while one is active. You haven't said which line is causing the NullReferenceException, but I agree that it's likel…
  • Do you have multiple scenes open at a time, or just the one?  That it's picking up the standard scripts and not yours is confusing, since I can see no issue with it. The next step will be to insert some Debug.Log statements into AC's code to try to…
  • Recreated - I'll upgrade Active Inputs to work with axes in v1.60.1.
  • This is due to the character being on the "Default" layer.  Since that's also the "Ground-check" layer, it's creating a conflict.  Move the character to the "Ignore Raycast" layer, and it should be fine.
  • You could use a Save: Check Action when the Menu opens to work out if a given slot is empty, and swap it out with a dedicated "New save" button.  However, it's not clear if this is a bug or not.  I'll spend some time trying to recreate it …
  • It can be done via a custom script (to trigger an ActionList, you only need to invoke its Interact method). However, I shall attempt to recreating the issue to see if this can be resolved using Active Inputs.
  • 'ArgumentException: Scene file not found'. And the scene mentioned in this error message is always the current scene I am on The Scenes are added to the Build Settings though, so I'm not sure what the problem is. This may be the issue - does any s…
  • It was my understanding that the VideoPlayer works for WebGL that same as on other platforms.  My mistake - it looks indeed like WebGL requires a URL. I'll see about remedying this in the upcoming v1.61.0 release, thanks for posting.
  • Yeah, that could be it.  AC will indeed automatically prevent duplicate IDs.  Be careful, however: you should always update AC before updating Unity.  Compatibility for the latest version of Unity is implemented in the latest version of AC, so if yo…
  • Not currently, but you haven't explained why such a feature would be beneficial.  What's to gain here?  If you don't want a line translated or assigned audio, you can just ignore it when translating / recording.
  • It works for me - at least, the logs appear.  Which versions of AC/Unity are you using (please mention these as a rule when posting), and on what platform? Also, how does it behave when handled via the Save/Load menus?  You can temporarily assign t…
  • We're getting into general Unity knowledge here, but if it's used by any scene that's listed in your default build settings then I believe you should be fine to use it in scenes that are present in asset bundles. If you need to, you can create a &q…
  • Unity 2017.3 did indeed bring changes that caused problems with AC, but the latest release is designed to compensate. When the tutorial was written, background images were displayed using the GUITexture component you see in the "BackgroundImag…
  • Welcome to the community, @kloot. Camera limits are dependent on many factors: camera size, shape, distance and FOV all contribute.  I'm not sure that it's possible to provide a built-in option to set a "visual" limit regardless of aspect…
  • By "dynamically added", I just mean scenes being added to your game by the importing of asset bundles. Whether or not bundles are allowed in app stores is too general a Unity question for me to answer, as I'm not knowledgable enough.  But…
  • Indeed - if you're looking to incorporate this for many Hotspots, with variances in e.g. some having an animation / some just dialogue, then I'd recommend a dedicated data class over inventory properties.
  • By "visual representation", I meant the sprite or model (in this case, sprite) that represents the Hotspot.  With the example you've provided, that would be "screwdriver". The Actions look fine, but the last one (the 2nd Hotspot…
  • The two colliders will need to be on separate layers if you only want one of them to be "interactive" in the mouse-clicking sense.  Unity requires that each object is on a single layer, so in order to do that you will need to have them be …
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