You will need the latest AC release for compatibility with Unity 6.3, yes.
You should always back your project up when upgrading both Unity and/or AC versions, or rely on version control, but the "Upgrade notes" section in the Changelog d…
Check the Navigation section of your Button Inspectors - are they set to Explicit? If so, you may need to update them if you've amended which Buttons are present / enabeled, as you may have the "Navigation on down" field no longer linked …
I shouldn't think so - PlayerPrefs aren't included in builds, and the default cloud saving behaviour only affects files in Application.persistentDataPath.
Still, I'd recommend creating a beta branch if you want to thoroughly test update behaviour b…
(Quote)
This will be a case of the Menu's RectTransform boundary covering the screen. If the mouse if over a Menu's boundary, clicks to the gameplay scene will not be registered.
(Quote)
Add an InventoryBox element with the following properties:
…
Hotspots are not designed for UI. But if there is no collider present, it sounds like the issue is something else.
If you enable the AC Status box, is the game state listed as "Normal" or "Cutscene"?
You can keep track of the player's progress/score with an Integer variable - increasing by 1 each time.
If this score is needed to be referenced in other scenes, use a Global variable - otherwise make it a Local or Component one.
The Variable: Set…
Hotspots require a collider surrounding their boundary to be clickable, and needs to be positioned in world space, rather than screen/canvas space.
I'm not sure why the use of RenderTextures is making Hotspots unclickable, however. Are your Render…
Does your Player character have a Hotspot Detector component? This Action will return the "Not met" condition if they do, and any Hotspot is currently inside it.
Is it possible that the Axe itself is a Hotspot that's being detected? If …
Rather than using a Graphic element, if your Menu uses Unity UI then you can use a short script to alter an Image component's sprite based on the language index:
using UnityEngine;using UnityEngine.UI;using AC;public class LanguageSprite : MonoBeha…
If the Actions already had the debug input details filled in, you could override use of the input so that it's ignored when not in a Debug build.
Otherwise, you can also just stop the Video Players manually, because the Action will stop if the Vide…
(Quote)
Not so far as switch's visuals go, no. If you need to rely on many such variables, however, be aware that you can use the "/" character in variable names to organise them into sub-categories, e.g. "Lights/Kitchen".
(Quo…
Welcome to the community, @Refrigerator747.
Using the Object: Animate Action is the recommended way of altering which sprite a single Sprite Renderer uses. Though appreciably creating an Animator, and then Off/On animations may feel like overkill …
Actions will not run correctly done this way. You instead need to add them to an ActionList, and then run the ActionList.
See the Manual's "Generating Actions through script" chapter for details, as well as the ScriptedActionListExample …
Thanks for sharing - though runtimeChar and runtimeMarker are both set by the Action's AssignValues function, which should be called before it gets Run.
How are you running the Action / ActionList after calling CreateNew, and what is your AC versio…