This issue typically occurs it there's a broken connection between the Hotpot's label and the Text component that displays it.
Double-click the HotspotUI prefab to view it in "Prefab Mode", then select the Label element in your Hotspot me…
It's not an officially-supported platform - but Options data, by default, is stored in PlayerPrefs.
The Manual's "Custom save formats and handling" chapter covers how AC data can be stored by custom means, but you'll need to use the offic…
It'd be needed at the end of this line:
return Input.GetButtonDown (buttonName)
I'm not sure the script will give you the intended effect, though. The "EndCutscene" input can be pressed to skip an ActionList until either gameplay resume…
This should be doable with the EnforcePauseMode property, but as the Engine: Change Timescale Action already limits non-zero values, I'll allow zero to be set in this property through script.
Officially, it's always been best to stick with the latest LTS release. If I understand things right, though, Unity 6 is effectively 2023 LTS, so that should be fine.
With AC, there are currently a couple of warnings upon import into Unity 6, but …
You can affect the StateHandler script's EnforcePauseMode property, but this only forces AC into a paused mode - setting it to False won't have an effect if the game is already paused due to a Menu being on.
A coroutine should work fine while the g…
I'm afraid I'm leaning away from this, though I do appreciate the situation. For robustness, and for it to be reliable across different movement methods, you'd probably be looking at an internal update check effectively doing the same thing as your…
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page2Graphic will need to reference PageRight. You may encounter an issue with this, however - I am looking into this scenario and will include any necessary fix in v1.82.
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You could feasibly control the visibility of your Button th…
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But not when the issue occurs?
If you're using Direct, are you still pressing the inputs that cause the character to move?
What are the orientations of the before/after cameras? Try duplicating the first camera, and switching to this copy…
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When AC switches state (i.e. from Paused to Normal, and vice-vera), it'll update the timescale as well.
The "gameplay" timescale can be set with PlayerInput's SetTimeScale function - but currently this only accepts non-zero values…
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The Graphic element, once linked to the Journal, should display the texture for the currently-open page. Could you share the properties of the page2Graphic element, as well as PageRight?
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The Menu: Change state Action's "Add Jo…
Sorry, what flickers? The cursor, or the Hotspot icon, or the Menu?
The wrong-icon-showing issue will be fixed in v1.82, which is due to be out this month. If this is the issue you're trying to workaround, I'd recommend waiting for the update.
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It's the simplest, but you have a few options for this scenario. "Send message" and "Call event" Actions let you run custom code from an ActionList, custom Actions let you do so with more control, and custom events let y…
There's a fair few things going on here, so I think it best to deal with the main issue and go from there.
It looks like you have three Journal elements. The main Journal element should be "PageLeft", i.e. the text that occupies the left…
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Not currently, but I will look to see if it's possible to allow this via custom script.
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The StateHandler script's EnforcePauseMode property can be set through script to handle this.
AC.KickStarter.stateHandler.EnforcePauseMode = tr…
I can't recreate such behaviour, running a fresh project with the New Game Wizard to generate a new sample point-and-click 3D scene.
Does the issue still occur if you replace Camera: Switch with an Engine: Wait Action?
Open up AC's Char script and…
Thanks for the details.
The steps you've taken are correct - but it looks like a bug in the recent AC version is preventing the icon from showing correctly. I've recreated the issue on my end and will provide a fix in the upcoming v1.82 release.