Thanks for the details - I'll attempt a recreation.
Does it resolve if you check Always reload scene when loading a save file? in the Settings Manager?
There is no SetValue function for the GVar class - IntegerValue / FloatValue etc properties are used instead:
var.IntegerValue = Mathf.FloorToInt (elapsedTime);
Switch to Unity UI for your Menu's Source (see this tutorial for details). As with CursorUI, the item count is then displayed within a Text component - which you can reposition as necessary for each item slot.
Switch the Cursor Manager's Cursor rendering field to Unity UI, which will cause it to rely on a Unity UI prefab (CursorUI, by default) for both cursor graphics and the item count text.
To display and set the position of this text, open up the Curs…
If the Hotspot can be within the same raycast distance as other Hotspots, you can do this by relying on the Event Runner component's Hotspot/Select evenm which will run when a given Hotspot is selected (i.e. hovered-over by the Player)
Attach an Ev…
Understood, thanks for clarifying.
You could still use the same concept, in the sense of defining a "Invoked Trigger" GameObject parameter, and then assigning itself in the "Set Trigger Parameters" component.
However, you also …
Welcome to the community, @idjamesmccarthy.
To mark an object as being the "AC" Player, attach AC's Player component to its root.
By default, AC will assume control over its movement and animation, but you can override this (so that it's…
Thanks for the file.
I'm not noticing any lag - in the original scene, try leaving it open for the 8 minutes but without the ActionList Inspector / Editor being open, and then try viewing them. If the lag is there right away, I'd expect the cause …
Welcome to the community, @DNG_PHM_David.
For this situation, you'll want to rely on AC's ActionList parameter workflow - which lets you re-run the same ActionList with modified Action values.
Rather than checking which Trigger was run, you can ju…
Welcome to the community, @Zeboon.
You can attach a Hotspot to an NPC, just make sure that they're on the Default layer (at runtime), and - in the case of 2D games - that the Hotspot is either parented to their "Sprite child", or that you…
Got things working in URP with essentially the same workflow as I described earlier.
It is a case of assigning the UI Camera in the MainCamera's Camera stack - the UI Camera just needs to have its "Render type" set to "Overlay".
This should be fixable by opening AC's PlayerMenus script and replacing line 1697 (current release):
if (!string.IsNullOrEmpty (_hotspotLabelOverride))
with:
if (!string.IsNullOrEmpty (_hotspotLabelOverride) && ((menu.IsUnityUI () &&a…
What's the Sphere Collider you mention - the one used by the Hotspot Detector?
Ultimately, the solution / approach isn't something that needs to be set in stone before the rest of the game can be developed. So long as the properties of your scene …
Are you using any custom Actions?
Duplicate the scene and remove all objects from the copy except for one of the ActionLists, and the GameEngine object. Does this lag still occur, and - if so - is it a case of seconds or minutes before it does, an…
It's a bit tedious, given the 10 digits involved, but you can create a sub-layer in your Animator that has 10 animations that each assign a different sprite. Hook these up to a new Integer Animator parameter that represents the button's value.
Onc…
Don't remove the FirstPerson camera - it's used as a reference for the MainCamera's position and orientation. It won't perform any rendering itself at runtime.
What render pipeline are you using - HDRP or URP? I was using the built-in, actually. …
As this is a visual issue, can you share screenshots? I'm not 100% clear on the issue. Is this because using a shared Animation causes each button to have the same number on it?
If you're animating the button being pushed down, generally I'd say …
Use Unity's Profiler to run a Deep Profile in "Editor" mode - does it show spikes / lag appearing? If so, select a section and share sceenshots of the Hierarchy view underneath.
It depends on your "Cursor rendering" option in the Cursor Manager.
Set to Software - the Inventory cursor size can be set further down.
Set to Hardware - it's based on the size of the graphic itself
Set to Unity UI - it's based on the Cu…