A Menu of Appear type = Manual generally shouldn't turn on/off without an explicit command.
Add an ActionList: Comment Action to the InGame_TurnOn asset and record the full stacktract when it appears in the Console after the save.
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At this stage, I was just looking to gauge how similar the template is to your intended mechanics. The scripts can be modified / added to if the behaviour is close enough.
For example, you could attach a new script to each "Piece"…
Yes, I think if you have things at least working, it may be best to leave as-is.
Though, for a 3D Camera the projection matrix should typically only be updated at the start of a camera switch - even if switch has a transition time.
As the OnSwitch…
I don't know what value Parameter 4 should take, but parameter values should also work in the Action.
If you'd like me to investigate further, I'll need to see screenshots/details of the specific issue.
The Dialogue: Start conversation Action's Wait until finish? option only waits for the Conversation itself displaying - not the result of clicking an option.
To have each Conversation wait for the previous, check Override options?, and run the resp…
Did you download the package recently? This issue was reported earlier and should now be fixed - try re-downloading the package and import again. You'll need to first delete the /AdventureCreator/Scripts/Template folder, however.
If AC makes use of an input that's not listed in the Controls asset, the warning will show. They're safe to ignore, however - you can also delete the line that causes it if you wish (line 321 of the ControlsReader script).
I agree that the Console…
Is the menu that shows before it the same one, or a separate menu similarly-styled?
What is the Menu's "Appear type", and does it occur if you set the ActionList's When running to Run In Background?
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Inventory interactions only, or Use as well? And on mobile builds only, or the Editor as well?
So that we're working with the same values, share a screenshot of your Settings Manager - I can't recreate the issue on my end using your earlie…
The icon on the right, under the Hotspot label, is the "Hotspot icon". The one in the centre looks to be that of the cursor.
Though the cursor is set to be hidden when locked, is it actually locked? It's default state is set by the Lock…
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The arrows that appear are from the "Navigation" menu in the Menu Manager, once set to MovementNodes_MenuManager.
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An oversight, apologies. The Actions Manager needs to have a Custom Actions script directory point to /Asse…
Welcome to the community, @Psychonaut.
What are your AC/Unity versions, and what kind of Cameras are you using?
AC will affect the projection matrix of the camera under certain conditions - the main one being 2D Cameras that use Perspective projec…
That will be called automatically already - provided you're using AC to switch scene.
Are you using the Scene: Switch Action to change scene? If you're switching scene through code, use AC's ChangeScene function instead of Unity's own scene-openin…
Welcome to the community, @Conspiracy.
As this is a visual issue, could you share some images/mockups? It will help clarify the specifics of the situation.
If you're using the Inventory, you'd need to define Inventory interactions on your Hotspots…
Is it dependent on what's inside the Inventory, or does it take a long time even if no items are held?
What assets (textures etc) are associated with the UI prefab? Reducing/compressing them would be the first thing to check.