What is your Menu's Appear type set to?
If it's set to During Gameplay, you'll need to specifically allow for direct control of in-game menus with the Engine: Manage systems Action.
Otherwise, navigation is enabled at the top of the Menu Manager. …
Welcome to the community, @tamagotchithief.
Though the Action uses AC's old Action API (the new one being described here), the Run function returns zero so it should just run the once and continue on with the rest of the ActionList.
Does this issu…
Welcome to the community, @imakeinternet.
Is this a case of the hand attachment point being a child of the first-person camera?
If so, I can see this happening - as you rightly point out that the camera's pitch is not saved.
I will see about addr…
If your ActionList blocks gameplay, then it will do so indefinitely if it runs on a loop.
In its properties box, set its When running field to Run In Background to prevent this.
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As in, a Variable: Set Action? No - as the Variable is globa…
The GIF link is private, can you make it public?
There are a couple of Spine integrations on the AC wiki - which are you using?
Does the character stop properly if you begin the Hotspot's Interaction with a Character: Move along path Action, setti…
What are your AC/Unity versions, and are you relying on the Sorting Map or Unity's Transparency Sort Axis?
Does this occur if you set your Player prefab to that of the 2D Demo, Brain2D?
Even if you used scripting to clear the "Alternative input" field so long as the selected slot isn't the bottom of the list, you'd likely still have the same issue of it being read twice - so that pressing down when the last is selected st…
AC should compensate for this automatically by adjusting the relative "Z" position of the characters when two are in the same region.
Are your Sorting Maps attached to the roots, or the sprite children?
Though, I'd recommend switching ov…
If it's an AC menu, you can adjust its Element spacing (%) property to control the padding of elements that have their Position set to Automatic.
Though, I'd recommend switching over to Unity UI for final menu design, as it offers much more in the …
Character Controller is a type of Unity physics component - retro mode pathfinding will not work with that either. Remove all such components (Rigidbody, Collider, Character Controller) if you intend to use it.
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As I said, retro-mode is int…
Welcome to the community, @guitarman.
What were the specific error messages that appeared?
You should be OK to move AC to a package (though you'll need to create a package manifest file to go with it).
However, you will also need to inform AC abo…