It depends on how you're using the motion controller - are you having it read AC's "intended" position based on the built in e.g. Point And Click movement method, or are they moving under entirely custom means without AC's involvement?
If…
Looks like it's down to the older version you're using.
Try copy/pasting this into your SaveFile script:
public DateTime GetUpdatedTime (){ int newTime = 200000000 - updatedTime; TimeSpan ts = new TimeSpan (0, 0, newTime); DateTime old = …
Looks like something's gone wrong with the Interaction ActionList somehow. The error won't reveal how this would have happened, however.
It should still run as intended - AC will bypass the issue - but to clean it up you can create a new Interacti…
If you're using Software or Hardware cursor rendering, the "item count" label will be shown in the centre.
If you use Unity UI, however, then this is shown within a Text component that you assign in the Unity UI Cursor component, which yo…
Welcome to the community, @TScorpio.
Are you displaying the cursor within your Interaction menu, i.e. as a result of setting your "Interaction method" to "Choose Hotspot Then Interaction" mode?
In this mode, such icons are show…
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That's right. They'll be re-assigned at runtime anyway, so it should be safe to do so.
Give things a test, and if this change causes things to work, I'll consider making it an official change.
Welcome to the community, @ParoParo.
To be clear: AC is not intended for fighting games - but traditional adventure games that rely on puzzles, exploration and narrative for gameplay.
There is a "Combat example" package over on the Downl…
Animation and motion are separated where possible - the "Animation engine" can be set independently of the "Motion control" field.
There's no "Custom" motion control option - but "Manual" will reliquinquish a…
Save file label data is stored within the Profile, i.e. the Options Data, so that it can be extracted without having to load the save file itself.
If you don't have access to this, you can override the SaveFile's label based on its GetUpdatedTime f…
This may be related to the Player, rather than the scene.
Does this occur if you don't have NavMeshAgent / NavMeshAgent Integration components? Try the 3D Sample Player template, using the "Modify existing" option from the New Game Wizar…
I was, but I'm not so sure the Unity version is the cause.
Save games only reference Menu data by their ID - so once a fix is found it should work for old save files as well.
If AC is causing this, then it'll generally be down to either:
* The li…
It looks like there are two NavMeshes on the roof - or am I misreading the screenshot?
Point and click requires the floor to be on the NavMesh layer, this should block clicks behind it.
If the point clicked has no detected NavMesh underneath it, h…
Have you recently used the New Game Wizard to generate your menus?
The updated way of handling the Pause menu's toggling via the Menu input is to rely on an Active Input, rather than using the "On Input Key" appear type. If you open up t…
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Is it possible the element involved is a MenuInteraction, not a MenuButton?
If you're looking to disable several at once - and prevent any reset - use a Canvas Group as mentioned above.
If you attach a CanvasGroup to the parent of the elem…
Yes, it's the save screenshot that's doing it.
2048 is still a very large size - I'd recommend reducing it if you can.
However, the alternative way to supply save-screenshots is to rely on a Render Texture, which may be faster.
You'd need to crea…
AC will affect objects in the UI that are specifically linked as elements in the Menu - but you don't need all such objects to be elements if you don't want them to be affected.
If you keep the Text component, but remove its associated Label elemen…
Attaching a Canvas Group component, which has visibility and interactibility options that override its children. You can keep the UI enabled, but portions of it invisible / non-interactable this way at specific times.
Welcome to the community, @itchykittehs. Would this be for a 2D game?
Yes, I'd say having one scene would be best here. There's a few ways you could do it, depending on need. One way would be to have each room generated / spawned in as needed, o…