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It's part of AC's Input System integration package, which I recommend using if you want to switch over to Input System. It's available over on the Downloads page.
If you weren't using it, though, it's likely the issue is down to the limita…
Double-check the Apply function is being called - open your Events Editor and check the Action being run.
You can also add a Debug.Log line to the GraphicOptionUI script's Apply function:
Debug.Log ("Apply data. Got existing? " + (graphi…
You're referring to the Cursor influence panel of a GameCamera?
You can control the field values through script when selecting/deselecting a Hotspot - but holding it in place would be more difficult.
As this is a visual problem, can you share a sh…
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When using Input System, you'll need to have Use Enhanced Touch Support checked in your Controls Reader prefab, but it should work fine when using the older Input System.
However, multi-touch not working with Unity Remote is not supported I…
If the Arranging Puzzle Manager's Selected Piece Position is set to Follow Cursor, the selected piece's position will be based on the Sprite Renderer's Sprite Sort Point value. If you set this to Pivot, you can control where it appears relative to …
The "Camera lock snapping" feature is available for Direct movement only, as a it assumes the game is played in third-person.
Are you actually in "first person" view, or just leveraging the behaviour of First Person's control me…
It's possible, but is a bit tricky.
To show the Inventory bar, you'd use the Menu: Change state Action to turn on your Inventory menu - but this'll only work if its Appear type is set to Manual, and not its default Mouse Over value. Alternatively,…
The Light2D gets disabled at the start because of its own "Enable on start" Inspector field.
Pause the game, and see if disabling other GameObjects affects the lighting.
Are you using a custom fade texture on your MainCamera?
Through script, you can toggle the GameCamera 2D's "Lock" checkboxes, which will prevent AC from taking control over it - but this'll also mean it'll no longer be bound by the constraint settings.
Rather than having your script control th…
Try using the "Offset" fields in the GameCamera 2D Drag component's Inspector, rather than the Transform values. These should reposition the camera, but also respect the constraint settings.
Welcome to the community, @Aquasasser. Apologies for the frustration, but rest assured we'll get to the bottom of this.
To be clear: is this to say the prefab has no Animator component?
The temporary prefab assigned is the same in both Timelines …
Attach an NPC component to the "actor", update your Speech tracks to have them be spoken by the NPC, and set the Subtitle menu's Appear type to Above Speaking Character.
They appear to be working in the Editor - but you need to exit/enter play mode, rather than reload save games, to confirm.
Is this the case, and does the issue occur in the new project's build?
You wouldn't need an AC variable - as you can calculate the scale, and apply it to the Marker, just before moving the object.
To call a custom function from an ActionList, make the function public, attach to an object in the scene, and use the Obje…
Could be an aspect ratio enforcement.
In the Settings Manager's "Camera" panel, there's an Aspect ratio field - is this set to Fixed or Range? This'll produce top and bottom bars to fit the content to the given ratio.
This'll occur in t…
So that I'm clear: the issue is that at 0:31, the entire screen is visible?
It looks unrelatd to the Light2D object, as the Light component is still off at that time.
Try pausing the game at this moment, and disabling GameObjects to see which one …