The Scene Manager's "OnLoad" cutscene will be called when that scene is opened as the result of loading a save-game file - not when the user opts to load a file while that scene is open.
Are you looking to run this when the user clicks a …
The ImportSpeechEditor script would need heavily modifying to allow for the changes you're looking to implement in your CSV file. Any code changes I'm referring to would go in there.
With "end of the block", I'm referring to the block of…
Welcome to the community, @samory.
The Click By Hovering Cursor Example component is not intended for any one Hotspot - rather, it should be added to a separate empty GameObject in the scene.
Are you looking to select the first Hotspot automatical…
Your images are cropped - is the Animator on the sprite-child, and is the Animator showing the base layer?
Do the "Cannot play animations" warnings go away if you disable your custom script?
Your script disables the sprite child, which w…
When Hotspot detection is set to Player Vicinity, then AC will automatically select a Hotspot within the Hotspot Detector. It's not possible to have no Hotspots be selected - but it is possible, through the SetSelected function - to dictate which d…
You can still make use of the Music Action without it playing across scenes - just use another such Action to stop the music before exiting.
Sound: Play one-shot has no fading controls, as a one-shot audio involves playing an AudioClip once as-is. …
Don't drag the sprites into the UI Hierarchy - that will generate a Sprite Renderer component, which is meant for regular scene objects, not UI.
Your cursor sprites should be displayed within the Cursor object's Image component. That component's S…
Recreated, thanks for the clear steps.
I'll need to look into this further for a more robust fix, but you should be able to resolve this by selecting the EventSystem_InputSystem prefab within your game's Input System folder (installed by the templa…
The warnings appearance is based purely on the presence of the states within the Animator - the state of the GameObject children that they in turn affect should have no bearing.
I'm sure this can be sorted out, but I would need to see the images / …
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By design. An item's "selection", in AC terms, refers to an item under cursor control so that it can be used elsewhere.
If I'm following your situation correctly, you'll want to separate this selection from the "item info&qu…
Drop the prefab into the scene, select the Animator and open up the Animation window. With the red recording button enabled, make changes to the Cursor object that you wish it to have. They should then appear as keyframes within the Animation wind…
The Sound: Play Action works by affecting specific Sound objects in the scene - so the Sound in one scene won't be present after switching to another.
For music, it's best to rely on the dedicated Sound: Play music Action, as this handles persisten…
Welcome to the community, @JJthePeep.
You can use the Character: Animate Action's "Set Standard" method for this.
The Action's exact UI will vary depending on their animation engine, but for sprite-based characters, this method has a Cha…
A UI Image component with no Sprite will show up as a white square. Assigning a sprite in its Source Image field will change its appearance.
Ultimately, though, you'd want this field to be controlled through your Kurzor Animator.
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So long as your Player is persistent, i.e. spawned in at runtime, then Remember components attached to the prefab will be saved/loaded. Just be sure to check Retain in prefab? on them so that they have persistent ID values.
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I'm not…
Welcome to the community, @Plina.
Do both polygons have the same Z-position - i.e. the same distance from the camera?
What are your AC / Unity versions, and are you using any special/custom technique for setting up the camera?
If not, and this is…