So long as the Player can't detect it, better to move it off-screen and use "Remember Transform".
If you make it invisible, you'll have to also disable the Hotspot itself (as a Hotspot's interactability is not tied to its visibility), so …
Do it the other way around - move the elements from Options into your GraphicOptions menu.
Start by setting your Options menu's Source to Unity Ui Prefab - you'll see the OptionsUI prefab then listed below. Drag it into the scene, unpack it, and d…
Your Animator is on the root, and affecting a Sprite Renderer - not an Image component as needed when Unity UI is involved.
Remove the Sprite Renderer, locate the Cursor child object in the Hierarchy, attach an Image component to it, and amend your…
They were removed - storing such data in Options (separate from the save files themselves) wasn't good practice, and tweaks were made to the SaveFile class to replace them.
The SaveFile class's GetUpdatedTime function can be read to get that save's…
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What's your AC version?
If the the Speech Manager's Display time factor is non-zero, a Text length influences display time? option will appear. Unchecked, and the factor should add a constant duration to each line.
Are you using the custom script written in that thread?
Check the Actions that it generates - the Dialogue: Play speech Action's Speaker field is what determines which character is speaking.
If this field is blank, check that there is a character …
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What is the Animator affecting? The Cursor child, or the Sprite Renderer that was created automatically? If the latter, then it may be that the Cursor child is obscuring it - try disabling the Cursor object so that it's no longer visible.
It looks like you have Mouse clicks have default functionality? unchecked.
If this is the case, you'll need to have an InteractionA input defined that's mapped to "mouse 0" to achieve the same behaviour.
You may be mixing your render pipelines. Default Diffuse is for Unity's built-in render pipeline - if it's showing up pink/purple, are you using URP?
In URP, the equivalent shader is Univeral Render Pipeline -> 2D -> Sprite-Lit-Default. How…
The GameCamera's Target direction fac. field requires that the "Spin rotation" panel has its Affected by field set to Look At Target.
If your game moves in the X/Z plane, however, you can still rely on the GameCamera 2D camera type. It w…
Use Active Inputs - they let you run ActionLists when an input is detected.
Open up the Active Inputs from the AC section of the top toolbar, and create one linked to the "Menu" input (an input created by AC upon installation, that's mapp…
What are your AC/Unity versions? I cannot recreate such an issue on my end.
The only issue I do have out-of-the-box is the cursor being initially locked, meaning I need to invoke "ToggleCursor" after clicking a Hotspot to navigate the In…
What's the underlying issue being faced? To make the code cleaner by avoiding the need for an Update loop, or does the existing code not work?
The charState variable really ought to be private, that's on me for exposing it. It's really only inten…
Can you share your full Settings Manager? I suspect the Use icon that's showing is the one defined in the "Hotspot" panel, i.e. an automated icon that just shows the first-found Use icon on a given Hotspot. This is just a visual indicato…
Welcome to the community, @Dann.
Though the two are related, you're dealing with AC's separate Documents and Journal systems here.
A Journal element defined in a Menu is a collection of pages that you define there in the Menu Manager. It's dynami…
Welcome to the community, @DigitalTchotchkes.
It's a good point. Currently, the active graphic is drawn first, and the regular graphic second - so you're quite right, this'll cause the former to appear underneath the latter.
This occurs at the bo…
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To clarify: after selecting the UnityUICursor prefab instance in the scene, the IsOverHotspot value can change, causing transitions to/from the sipka and Packa states?
Double-check that the animations themselves are set up correctly, but tr…
Direct movement involves the use of inputs named Horizontal and Vertical. Making sure moving the camera doesn't also affect the camera should just be a case of keeping the input keys used by Horizontal separate to those used by CursorHorizontal.