It may be possible already, if I'm following you correctly.
A Path's Path type field can be set to Reverse Only to have characters move backward along it, but in your case you might be best off setting to Loop, and then attaching a "Node Cutsc…
Noted, thanks!
You can amend the template once installed to suit your needs. Enabling save-game screenshots is mainly just a case of setting your Save/Load menu SavesList elements Display type field to Label And Screenshot, making sure the UI pref…
Thanks for the details.
You don't need to create a "LeftClick" active input if it's not set to run a specific ActionList.
Is the shot of the EventSystem taken from runtime, and are there any other components attached? AC has its own Eve…
For the fresh project, did you make the change I mentioned in the other thread regarding the SaveSystem file, i.e. replacing:
#if UNITY_WEBPLAYER || UNITY_WINRT || UNITY_WII || UNITY_PS4 || UNITY_WSA || UNITY_WEBGL#define SAVE_IN_PLAYERPREFS#endif
…
Is the issue only specific to those scenes, or is there another pattern, i.e. when loading from a particular scene, or the relative ordering of scenes in the Build Settings?
I'm not familiar enough with your game to understand what things should be…
@ch4run The field should be set to Run In Background - it looks like this, and the other ActionLists, are reverting back to Pause Gameplay after their creation.
You'll need to set this to "Run in background" both for SetupPauseMenu, and A…
Sorry, I'm not 100% clear on your intended behaviour.
Are you looking to select items before any Hotspot interaction, or you do want to e.g. press an input once a Hotspot is in the vicinity, have the Inventory menu open, and then choose an item to …
See v1.80.0's "Upgrade notes" section in the Changelog file - TMPro support is now a per-Menu option.
Check Use TMPro components? in the Menu's properties panel to have it rely on TextMesh Pro.
Though AC is behind the game itself, the feature you're describing here wouldn't involve AC. Having an application send out an email would require custom coding, with no reference of AC required (at least following the description above).
To take …
It's a file that was introduced in v1.80.0, and should be in the Scripts folder - not any of the sub-folders.
How did you determine that the problem is in the Scripts folder?
Is this a case of importing AC into an existing project? Try importing …
Thanks for the details.
It sounds like this could be a duplicate of this issue, in which the game remains in "Cutscene" state after closing the Pause menu.
So far I haven't been able to reproduce this, but it's important to see resolved.…
Yes, Timeline would be the tool to use for this.
The actual creation/animation of the cutscenes this way wouldn't need to involve AC for the most part - the use of Activation/Animation tracks etc are all built into Unity itself. If you're unfamili…
Dialogue holds more data than just the raw text - it also needs to know who the speaker is, as well as audio/lipsync data, etc. For this reason, you'll need to use a dedicated Dialogue: Play speech Action to store it.
You can still rely on paramet…
Bind it to "mouse 0" to have it respone to left-clicks.
I'm only assuming that Submit is used because this is the default, however. At runtime, look for your EventSystem GameObject - does it list "Submit" in the Submit Button f…
Inside each Menu, check the new Use TMP components? in the Properties panel.
From the release notes:
* The manual addition of 'IsPresent' Scripting Define Symbols is no longer required for AC's TextMesh Pro, Addressables and Localization integrati…