Thanks for the details.
This may be an issue with Unity, given that there's a difference between builds and the Editor. What platform are you building to?
The most reliable way to resolve this would be to switch your Menu's Source over to Unity U…
The system cursor should only be visible in the Editor, yes. You can hide it here, too, by unchecking Always show system cursor in Editor? in the Cursor Manager.
Yes, indeed - thanks for pointint it out.
You can fix it by inserting the following - I'll do the same as part of the next update:
newAction.videoPlayer = videoPlayer;
This'd be a case of renaming "InteractionB" in your Input Manager to something custom, e.g. "Close", so that AC has no automatic reaction to it.
You can then define an Active Input that listens to "Close", and runs an …
Welcome to the community, @Anxious_Asparagus.
It's possible to have Actions run in real-time (i.e. ignore the paused state), but the conditions are very specific:
* Use an ActionList asset, rather than a scene-based ActionList
* Set its When runni…
As each item has both a pic and a label, you might be best off with Inventory items in a dedicated category that's hidden from your regular Inventory menu. That way, you can add/remove items to show/hide them as needed.
Does this occur in a fresh scene with an empty Plane for a floor, or only when there are colliders in the scene that prevent the Player from crouching?
The latest AC has its own First-person template - no need for the one on the Downloads page. Yo…
Are we certain that its the door - and not one of the chairs - that's causing the Player to move? It looks like a physics collision of some kind, where the Player is spawned in the space of another collider and is having to eject itself.
Try tempo…
Does closing the Inventory involve running and gameplay-blocking ActionLists?
To help try to find the cause of the de-selection, use the Events Editor to create an Inventory / Deselect event, which runs an ActionList: Comment Action that prints out…
The script needs to be attached to an object, yes, and then have its CopySaveFile function called. I've amended it to remove the error.
However, with the latest AC release I've added the ability to assign a RenderTexture to the Settings Manager th…
Is your Game window's aspect ratio fixed at 1.778, and is there any difference in the position issue (ignoring scale changes) by tinkering with either the UI Scale Mode or Screen Match Mode fields?
I'm not sure how the use of Timers relates to your original post.
Is this meant for a new topic? Share screenshots and details of the exact issue, and I can take a look.
Where is the PlayerStart in relation to the door? Check the position of the door in the Scene window once you enter Play mode.
When a Draggable is attached to a Hinge Track, the Draggable's position will snap to the position of the Track - and wil…
Thanks.
So this occurs because the "clue" buttons each rely on an Event Trigger component to detect mouse clicks - but it doesn't allow for distinguishing between left and right mouse buttons.
To get around this, you can use a custom Eve…
By "line", I'm referring to speech lines - individual lines of dialogue.
The first method will work just fine if you have no need for the user to click through each panel. If the whole sequence can play without awaiting input, that can b…
Does the game literally pause, i.e. freeze, while dialogue options are displayed? Or is it instead that gameplay is being blocked, i.e. in "cutscene" mode? You can check this by enabling the AC Status box at the bottom of the Settings Ma…
The included Readme has details on how the template works.
What is the exact behaviour you're trying to achieve? The Draggables system also supports snapping - Tracks can have Regions defined, and then Enable region snapping? can be checked to hav…