I can't reproduce this issue from "On Input Key" alone - only if the Menu has Pause game when enabled? checked.
In this case, it can be fixed by checking Use Unscaled Time in the Simple Scroll-Snap component.
If the "Language:" label is pulled from Localization, and the actual language name itself is from AC, then it sounds like the other way around - AC is updating, but Localization is one click behind. Or am I misinterpreting?
I think the b…
You can set the AC language manually with the SetLanguage function. If you have a language index for a given system language, you can set it based on that:
using UnityEngine;using AC;public class AutoSetLanguage : MonoBehaviour{ void OnEnable (…
Yes, that's it.
You can optimise it by storing a reference to the variable, but it'd be a minimal difference unless you're setting it every frame:
AC.GVar myVariable = AC.GlobalVariables.GetVariable("varname");myVariable.GameObjectValue …
If your Menus rely on Unity UI, a little more work is needed to have them conform to the given aspect ratio.
This is typically just a case of attaching and configuring the Auto Correct UI Dimentions. The Manual chapter of the same name has details…
The sample FPS relies on custom animation, so it shouldn't be an issue with its default settings. I agree, though, that it should be flexible and still be capable of working with "Built In" head-bobbing - thanks for raising the issue.
Di…
As a rule - and I'd say this is also the case with any script-based asset - it's always best to go with the latest LTS version, which is currently 2022.3.
Technically, it sounds like they're working as designed.
If you want the second input to be ignored, you can use the Input: Toggle active in the first input's ActionList to disable it.
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What's the exact text in full (i.e. "Language: The language") at each state? You're welcome to share screenshots on imgur if it's easier.
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To be clear: 1, 2, 0, 1 etc?
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Start in Spanish, click once to Catalan. Exi…
Did you try the Input: Check Action with a removed Engine: Wait?
The intended way to use Active Inputs is to have the Active Input's ActionList run the sequence you want to play - i.e. from the Variable: Check onwards in your original list.
One ot…
Welcome to the communitym @jrutila.
I don't recall this being changed with 1.80 - it's generally been the case that the OnMenuElementClick event is called after the initial effects of it are felt.
The only way I can reproduce the issue is if the M…
The scene's Default Camera can be set in the Scene Manager, but this message should only appear if an in-scene camera is expected. Is the game behaving as intended otherwise?
If your "Movement method" is set to "First Person", …
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Glad to hear it. The default values work for me on my end, so I appreciate your patience and thanks for the report.
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It should just be a case of making sure both features don't affect the same Transform.
The "Built In" he…
Thanks for the thorough write-up.
The Language/Locale sync should be one-way, so I'm not immediately sure as to how this behaviour is happening. It's only when AC's language itself changes, that the Locale is affected.
* In the Speech Manager, is…
LoadUnityUI () is called for scene-based Menus later - in the PlayerMenus.OnInitialiseScene function.
I cannot reproduce the issue. Can you share screenshots of your Menu's properties, and does this occur in a backup/duplicate project with the lat…
Welcome back, @GameJunkyMonkey111.
I can't reproduce this issue - what are your Unity and AC versions, and what is the message in full as it appears when selected in the Console (i.e. stacktrace included)?
It's worth noting that applying the Templ…
In which Unity version, and are you trying out the Sample FP Player template as well, or only the Sample 3D Scene template with your own FP Player?
Are you installing the template(s) on top of your own Managers (i.e. choosing "Modify" in …