I'll need more details - please share comparison screenshots of the issue, and let me know your AC/Unity versions, your render pipeline, your Cursor Rendering mode, and the Inspector of the cursor graphic's texture.
I cannot recreate the issue on my end.
If you view the ActionList at runtime, once the QTE Action has been run, does the QTE Action highlight in blue to indicate it is running? Do any relevant messages/warnings appear in the Console?
Putting asid…
For an exact recreation of the moving block puzzle in the video - where you have multiple empty spaces, and the user has to drag blocks to move them - you'd need to make use of a dedicated script/system that's designed for that purpose.
However, if…
It can be anywhere in the scene - an empty GameObject is best.
That way, once you've confirmed it works, you can prefab it, remove from the scene, and then use the Events Editor to spawn it in manually via the "Scene: Change: After" event…
Recreated, thanks.
It's a case of having to actually view the SetupPauseMenu asset in the ActionList editor.
I'll see this corrected in the next update - thanks for the report.
For the speech text colour, you just need to check Use speaker text colour? in the Line label element's properties.
For the outline colour, create a new C# script named OutlineColorGetter, and copy/paste the following:
using UnityEngine;public cla…
Was the Status box listing the game state as Cutscene or Normal?
If SetupPauseMenu was set to run in the background, it may be a red herring - as gameplay wouldn't be blocked by it.
Though, it still shouldn't be listed after closing the Pause menu…
Are the areas to avoid dynamic, i.e. they can be enabled/disabled at runtime?
If not, it's best to embed them into the original Polygon shape.
Otherwise: with Polygon Collider pathfinding, the behaviour works by adding the new shape as an addition…
Partially.
The Remember ActionList Parameters component can be used to save ActionList parameter values, but this can't be attached to ActionList asset files directly.
What you can do, however, is attach it to a Cutscene whose Actions source has b…
A 2D NPC can be reduced to just housing speech, and not have any movement/animation (on the AC side of things), by setting their Motion control field to Manual, and clearing all the "Standard 2D animations" fields (Sprite child, Idle name …
What's your AC version, and does it display if you create the same Action in a new Cutscene, set to Block Gameplay, and manually run that Cutscene at runtime?
Locate your game's SetupPauseMenu ActionList (it'll be placed inside your game's directory, created by the New Game Wizard), and make sure that its When running field is set to Run In Background.
Welcome to the community, @adambunker.
This is due to the Player's Follow Sorting Map component, which - by default - will adjust a character's Sorting Order accoring to where they are on the Map. You can uncheck Edit-mode preview? to prevent this…
I'm not able to recreate this with the package's example game.
If you assign the Example managers and open the Example scene, one of the balls at the top should have an initial slot - is the behaviour the same for you here? If it works here, what …
What is your Inventory menu's "Appear type" set to, and what are the full contents of the AC Status box at this time?
The Status box can be enabled from the bottom of the Settings Manager - it'll show up in the Game window at runtime when…
Glad to hear it - though it sounds like a little scripting would be a neater way of handling this, if it needs to be different for each character.
Is it the "Effect size" field you're varying for each Menu? I should be able to write a si…