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Check Face after moving? just beneath - that should cause the Player to face the Marker's direction once they reach it.
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If you have many Hotspots, you could use a custom script to switch all of a scene's Hotspots to use "Walk T…
Welcome to the community, @donamin.
What's your Hotspot interaction's Player action field set to?
If set to Walk To, then the Player will move only a short distance towards the Marker before running the Interaction (a behaviour inspired by The Wal…
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You can set the Button component's Target Graphic to the Image that displays the item's icon to have it tint that instead of itself. Alternatively, you can assign a separate "Active graphic" per-item to have it appear differently …
If Is drag-controlled? is unchecked, then the Spin input axis / Pitch input axis fields will show. Invoking these inputs will move the camera.
These should be set to "CursorHorizonal" and "CursorVertical" by default, which are …
Use a local Player for the scene, rather than relying on the prefab being spawned in.
Drop your prefab into the scene while in Edit mode, and they'll replace the DontDestroyOnLoad one while that scene is open in Play mode.
You've got "btnSlot1" as the Menu's RectTransform - set this to Panel instead.
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Check that the objects that have the script attached have a RectTransform component attached, but the error is from your custom script.
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It's l…
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To disable any influence of the Player's velocity and orientation on the camera:
* Uncheck Target speed influences spin? in the Spin panel
* Uncheck Target speed influences pitch? in the Pitch
* Zero Target speed influence on distance in th…
Do your speech lines have associated audio?
If not, then the default behaviour is that such lines will still display. You can disable this by unchecking Force subtitles to display when no speech audio is found? in the Speech Manager's "Speech…
Thanks for clarifying.
The function I mentioned above that would let you set the selected Hotspot should allow for this. I will look to include it in the upcoming v1.82.2 release.
How/where are you assigning the runtime parameter values for the "Put down" ActionList?
The values you assign to "Pick up" won't be shared by "Put down" automatically. Typically you'd solve this by having "Pick u…
A custom script may be necessary for the name/description to appear, as the description would be a String Property associated with each Item.
For the Item display, however, you'll first need to set your Menu's RectTransform boundary to Panel (which…
This should be possible by unchecking both Is drag-controlled? and Input requires locked cursor? in the "Misc" section of its Inspector.
If this isn't the case, or these options aren't visible, what are your AC/Unity versions, and what ar…
I'm not clear on your meaning. If the three Hotspots remain within the Hotspot Detector component, then the selected Hotspot should remain unchanged if you've enabled "Cycle Multiple" as the Player moves towards different ones.
There is …
It's not an issue on the AC side - the problem is that you're using the Integer type to record your values. "01" is not an Integer - "1" is, and for the former you would need a String type.
To convert your elapsedTime variable …
The Variable: Set Action has a "Formula" option when dealing with Float and Integer variables. Inside this, you can use variable tokens to add multiple variables together.
For example:
[var:1] + [var:2]
To save which camera is used in a save-file, attach the Constant ID component to it.
I have recreated the original issue, a fix will be included in v1.82.2 - thanks for the report.
You'd need to extract them, as AC won't be aware of exactly what type of variable is assigned to a "Global Variable" parameter.
One way to approach this would be to create a pair of Global Float variables that act as "temp variables&…
Sorry, I'll need more details - what is it that's "working on tap"? The ActionList assigned in the Event Runner, or the Hotspot's Use interaction?
If you can share your AC/Unity versions, as well as screenshots of the Hotspot, the Event …