Odd that this is a build-only issue - I can't rule out this being an issue with Unity itself, given that. This even doesn't occur when testing with "Free Aspect" and manually resizingt the Game window?
As your script duplicates the "…
CursorHorizontal/Vertical are essentially just AC's name for the default Mouse X/Y inputs - named to reflect their usage by gamepads / keyboards as well as just the mouse.
AC won't use Mouse X/Y, but copying their default values and naming them Cur…
Recreated, partially.
If the variable you're copying to also has Value can be translated? checked, then the string value should transfer correctly - and update itself if the user changes the language.
If unchecked, however, then the variable takes…
Welcome to the community, @LeaningDesigner.
As is often the case with game design, the scope/size of the project itself is a factor when it comes to planning how scenes are comprised - but generally, it's best to break individual locations up into …
Thanks for the details.
If you're interested, the two Actions can be combined into one (below).
Either way, if you can pause the game at the moment it occurs, check the Animator's Inspector. Does it show "Apply Root Motion" correctly un…
It's remarkable work with huge attention to detail. I wouldn't have guessed AC was behind it, very well done. And I loved how the original dialogues were repurposed to fit a new story!
Thanks for the report - though I'll need a few details to get to the bottom of it.
Is this occuring specifically with dialogue, or merely if the ActionList blocks gameplay with e.g. an Engine: Wait Action?
When the issue occurs, it looks like it's…
Thanks for the details, I'm more clear now.
As you fade out before the close-up, you could use the Object: Teleport Action to snap the Player to the Marker if need be - that will place them at the exact position.
Going by the size of your Markers,…
Yes, that's the way - you're just reading data so it's not going to interfere with anything.
Details of the API can be found in the Scripting Guide.
OverrideContainer is a property of the MenuInventoryBox class, which lets you map a specific Conta…
Thanks for the details.
If you don't require use of Inventory re-ordering / gaps in the Inventory, you can use the Player's Inventory for both regular items and photos, and then just place them in different categories and filter them in your Menus.…
Bear in mind that another approach to this would be to use one scene, and use animation to control its appearance, but yes - you can use AC's Events Editor to move a Marker to the Player before the scene change, and then move the Player to the Marke…