The "Use" interaction defined in its Properties will run when clicked, independent of the scene. As this is an asset file, any scene objects you want it to reference will need to link via Constant ID.
For the most part this is all automa…
Do you still mean to use it on a Hotspot?
You can define a "Use" ActionList in its Properties panel in the Inventory Manager - this will run when clicked in the default Inventory menu.
If you mean to click on a Hotspot, and then bring up…
The presence of a Player is completely optional. A regular sprite can be recognised as the Player by attaching AC's Player component, but it's not necessary to have one in the game or scene.
There aren't any special settings to enable this - just …
Typically, you'll want to choose "URP Basic" as the scene type - it'll give you a Camera but no other geometry you'd otherwise need to delete.
The camera difference between Play mode and Edit mode is often due to the MainCamera values cha…
Unless you have Fixed Save ID only? checked, the element with 3 slots will simply show the first 3 available save-game files. It should only list the Autosave if that's been written to.
Are you using the Autosave feature elsewhere? If not, try de…
I'm not sure I follow. You shouldn't have to delete any files to install the template. Unless you want to re-install it?
The template puts all files inside a subfolder named InputSystem, in your game's directory (alongside your Managers folder).
I'm afraid AC's Hierarchy icons are currently only compatible with Unity's old Hierarchy view. I am looking into a possible incorporation with Hierarchy v2.
Is the camera issue limited to a single scene? If you create a new scene, do cameras work again?
Check that the scene has a MainCamera object with AC's Main Camera component. Share screenshots if possible. The EventSystem warning is unrelated, a…
Firstly it's best to update and just see if it's working on your end. Use a duplicate / take backups / use version control to ensure such testing is only temporary.
The main files involved in this operation are ActionSpeech and SpeechManager. I w…
If you aren't checking "Retain in prefab?" on your NPCs, how are the lines being linked to the NPCs in the scene at runtime?
Is it not possible to update your AC? I suspect this is an issue that's since been fixed, as I'm not able to rec…
To clarify: these aren't errors in the sense that the project is broken, just warnings that the inputs are undefined - and they don't necessarily need to be, if your game doesn't rely on them.
With AC's Input System integration template, you'll hav…
Version 1.86.6:
* Added: Ability for items outside a Container to interact directly with items within a Container
* Fixed: Compatibility issues with Unity 6.6
* Fixed: Containers sometimes accepting new items even when full
* Fixed: "Wrong but…
I'm not sure there's a link with the Active Input, given that the ActionList is set to run in the background. By default, the Player character will always turn in full to face the direction of the input direction, even if the input is no longer bei…
Thanks for the bug report - it's a bit of an edge-case, but with your details I was able to recreate it.
A bugfix for this will be included in v1.86.6.
That is the correct method, but I'm not detecting any issue with your workflow based on your description. What's your AC version, and are you relying on Player-switching? Any screenshots you can share may help clarify the setup.
It may help to sa…