What are your AC/Unity version, and what are the full properties of the Menu that shows up?
Does the pop up specifically occur inside the loading screen, and - if so - is the loading scene an "AC" scene?
The line ends with a hidden space ( ) character after the closing speech mark.
Rather than editing such files in a raw text editor, I recommend using a spreadsheet tool as it should help avoid such formatting issues. OpenOffice in particular is a …
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The updated Footstep Sounds workflow replaces the AC wiki script - I'll add a mention of this to the page, thanks for the alert.
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I'll attempt a recreation. Could you create a new thread with screenshots that show the setup?
The lines that have speech marks surround them need to do so without a leading space, i.e.:
135,Speech,"Cabot Cove. Home town of America’s favorite, Duka Nuka","Cabot Cove, la città natale della bevanda preferita dagli americani, la …
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To be clear, this would be without the speech marks - i.e:
AC.KickStarter.sceneChanger.ChangeScene (7, true);
What is the result of instead creating a new ActionList asset file, adding to it a Scene: Switch Action to handle the scene-chang…
I can't recreate such behaviour on my end. Is it the same if you import AC into a fresh project of the same Unity version?
If you fancy debugging, the icons are rendered via the HierarchyIcons script's HierarchyItemCB function - a Debug.Log in the…
The speech marks surrounding the import text is part of the CSV standard format, so as to create a disctinction between commas in the text, and commas that separate cells. They'll need to be left alone for the import process to work.
These marks s…
If you're placing a separate instance of the prefab into each level, then only the instance in the currently-open scene will be affected by Object: Send message Actions.
You can try calling the AdjustBrightness function from your Start function, bu…
The EventSystem will spawn itself automatically if AC detects use of a Unity UI-based Menu, referenced by the Menu Manager. Is the InGame menu registered in the Menu Manager? If not, register it - and then remove the EventSystem, you should find i…
Do you have the scene "Final" listed in the Build Settings, and what is your Settings Manager's Reference scenes by field set to (in the Saving panel)?
Try replacing "Final" with the scene's build index number.
When referencing Players listed in the Settings Manager, check the Action's Move inactive Player? box, and then select Player_03 from the dropdown list - rather than assigning the prefab directly.
If there are still issues, try it without any Invec…
Thanks for the details. To fix: open up RememberAnimator, and change UNITY_2021_3_OR_NEWER to UNITY_2022_3_OR_NEWER.
Edit: Updating to the latest 2021.3 LTS release should also address it.
So long as the event has the prefab assigned, and not the script file directly, that should be OK - but the two functions aren't equivalent.
Have you tried the hide-when-turn-on method I mentioned above?
You'd need to affect the URP Volume component to affect the values inside e.g. Color Adjustments.
This isn't an AC issue, but you can find some discussion on this on the Unity forums, such as this thread:
https://forum.unity.com/threads/changing-c…
Where are the UI buttons positioned, in relation to the joystick, and is the joystick template from the Downloads section or installed via the New Game Wizard?
The Joystick should only override behaviour when the mouse/touch is within its Touch bou…
Is the new scene an "AC" scene, that has been set up using the Scene Manager?
What's the exact code you're using the switch scene? AC has its own ChangeScene functions you can use to switch scene through code:
AC.KickStarter.sceneChange…
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Sorry, which thread/script?
You can deselect the active Document with the CloseDocument function, but have you tried hiding the Document label element when the Menu turns on? You can show it again as part of the Document list element's &qu…
I'd need more details about exactly what the behaviour is, and what's causing it - I can't reproduce any such issue with the 3D Sample Scene + Player with their physics components removed.
Regarding Triggers not recognising the Player: if the Playe…
I'd recommend using a Player the whole time - rather than swapping out an NPC for a Player.
Any Player listed in the Settings Manager's "Characters" panel - but not the currently-active Player - will be treated as an NPC. You can have th…