Try removing the Rigidbody and Collider components - the retro-mode option is intended for 2D characters, and they aren't strictly necessary if a character is only moved through pathfinding.
Is that to say that the scene is always bright if there are no active lights?
That may be a behaviour of your render pipeline / shader - but it's not caused by AC.
Try keeping that or another light on at all times - you can always move it off-scre…
Keep it an None Enforced - that should prevent AC from adding borders.
If you have another asset that affects the camera, could that be causing them? Create a new scene and initialise it with AC's Scene Manager - do they appear in there?
Highlight textures with AC menus are drawn underneath the items - the same behaviour can be found in the two demo games.
Unity UI offers the ability to render overlay textures above, but you can alter this for AC menus by swapping round lines 1104 …
Thanks for the details.
If I'm understanding right, it looks like this is down to a bit of a quirk of the Timeline window, whereby it can look the same when you have the Timeline asset selected vs the one in the scene - with the latter only being a…
That's right - as the data is stored in your Profile, it's independent of save-game files.
Again, for a true test you need to exit/enter Play mode. The options are updating correctly in your video, but you aren't restarting Play mode.
As the issu…
Rather than detecting input directly, it's better to check if the Player isn't moving/talking while in gameplay:
using UnityEngine;using AC;public class RespondToWait : MonoBehaviour{ public float waitTime = 10f; public ActionList actionList;…
You're using the mode in a way that's not intended. My advice above has been to do away with that and override the Direct movement facing direction, which is the intended way of overriding the character's facing direction.
If you wanted to continu…
Is it when using the necklace on the gloves, or only the other way around?
Check the "Initial slot" field in the gloves' Arranging Puzzle Piece component - is it set?
We'll need to check the Actions that run before the change occurs.
Try bypassing certain Actions to see which ones cause the issue - start with the "Camera: Fade" Actions as the issue occurs while faded out.
A "slot" Hotspot's "Unhandled inventory" interaction is run when using an item on it.
This is required to be defined, but is normally left blank, as the script handles the interaction itself - but you can add regular Actions e.g…
I can't recreate such behaviour.
What are your AC/Unity versions, and is this for a 2D game? If so, check that Hotspot A is closer to the camera than Hotpsot B.