Timers are essentially just variables that change their value at fixed intervals, with optional ActionLists that run when they do.
How granular do you need your game time to be? Do you need minutes, or just hours? If each tic of the Timer represe…
Yes, it's the Constant ID number. That should be the same on both the child object, and the Action, for the two to be linked correctly.
I cannot recreate the starting state issue - is the child object enabled by default, with Retain in prefab? che…
Your AC version is many years old. I suspect this has long since been fixed, as I cannot reproduce such an issue though it does sound familiar from long ago.
Back up your project, and then - in a separate project - import the latest AC release. T…
Yes, when it comes to affecting spawned characters you'll need to work with a copy of that character in the scene, and then remap each track's bindings to the "live" character at runtime.
How a Timeline reacts to being scrubbed is down to…
I'm just referring to clicking the "+" icon beside the Event's ActionList field - which shows if the field is empty. Clicking this will automatically create and assign the ActionList, as well as any parameters associated with that event.
Which Unity version exactly, and on what platform? This may be a Unity issue.
Is it just Hotspots or does it occur to Triggers as well? I'm assuming Gizmos are enabled in your Scene window.
Beside the yellow cube, Hotspots should also show their…
To make sure I'm understanding your screenshot: the issue is with the Hotspot menu that overlay the Recipe menu, not the Recipe menu itself?
Are you using tokens to reference the variable? As the content is dynamic, and - I'm presuming - changes w…
You don't need to use any Actions within the Interaction - the Hotspot itself has a Double-clicking field that lets you configure the behaviour when a double-click is used to interact with it.
However, this option is only available when a single-cl…
The upcoming v1.85.6 update will address an issue causes the Initiial visibility setting to be re-applied upon switching scene - but the "Off" state should still be respected when the game begins. Are you saying that it's being ignored fr…
What's your AC version?
You mention this occuring sometimes - is there a pattern to when the issue occurs vs doesn't?
I think I'd need to see your project myself to understand what's going on. If this is occuring in the latest release, PM me your…
There's no hard-limit to how many Animations a Controller can have, but certainly they'll start to have an impact on memory usage if there's many. Using Timeline for one-off animations is a good idea for cases like this.
From your described use-ca…
The Event System will be spawned automatically, provided there's no Event System already in the scene.
What are your AC/Unity versions, and what's the error? The above is the stacktrace.
My mistake - apologies. The updated Menu is still necessary because it allows for translation of the label beside each dropdown - but the dropdown themselves are not included.
You can get around this, however, by storing each label as a Global Str…
I'm not seeing anything in particular standing out, but this is still only one-level deep. For a given contributor, you'd need to expand the foldouts further to determine the source of spikes.
Is this a 2D or a 3D game, is the performance like thi…
Are you using the Mobile Joystick template? If not, you're safe to delete the directory containing the mentioned script.
Otherwise, you can selectively import only that folder's files when importing the latest release - no need to import the rest …
By design, skipping speech text will "consume" the input for that frame, to avoid the user unwittingly skipping anything else in the same frame by accident.
Depending on your input settings, it may be enough to comment out the instances o…