For robust platforming mechanics, you'll need a separate asset / script to handle the movement - IIRC this was broadly how Lair of the Clockwork God was made.
Setting your Player's Motion control field to Manual will have AC give up control over th…
Upgrade notes
* The OnPointAndClick custom event now uses the "ref" keyword for its pointArray parameter
* The behaviour of GameCamera and GameCamera 2D "Follow speed" fields have been adjusted, and are now represented by a slid…
Yes, mixer groups sounds like the way to go. If you create "child" groups that derive from Music, you can control their volume independently while still having them be affected by the main "Music" volume in the Options data.
Ti…
It looks like your link is broken - is it intended for screenshots of your setup following the mentioned tutorial?
The first warning you've posted also looks like it could be two merged together - though from what I can tell, they likely aren't rel…
The Engine: Check platform Action can be used to reroute ActionLists based on which platform you're working with.
However, when working with Addressable scene-loading: when a scene is referred to by name, AC will look for a matching scene key. If …
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To clarify: I was just referring to the default set of Menus, i.e. Hotspot, Pause, Save, Load etc, that you start with after using the New Game Wizard.
It sounds like you're working with the same Hotspot menu I was referring to, though.
Wi…
No problem, thanks for the details.
As it's a fair jump between versions, though, I'd recommend checking the "Upgrade notes" sections for the versions you've skipped - just in case there's anything you need to be aware of that may not be …
What is the full error message you're getting in the Console?
Are you using first-person movement? If so, uncheck Run Conversations in first-person? in the Settings Manager's "Interface settings" panel. This option forces the camera sys…
No worries!
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For individual Hotspots, you can do this by clicking the yellow capsule beside their name at the top of their Inspector and then choosing "None".
I don't think there's a way to hide all object names in the Scene Manag…
See the Manual's "Interaction scripting" chapter for details on how to run an ActionList through code.
In short, you just need to call its Interact function:
hoverActionList.Interact ();
Welcome to the community, @SpecificImpulse.
You're using a very old version - are you not able to update to the latest release from the Package Manager?
If a Trigger is affecting Point and Click movement, it's either down to its GameObject being o…
Welcome to the community, @schalky.
Your first person character's root object can have an Animator attached that can animate a body mesh in the same way that a third-person character does.
It's a bit crude, since the head mesh is there, but you ca…
I'd imagine the first method's complexity would start off simple, but increase as you add more items - while the second may start off more complex, but remain fairly constant.
Technically, the close-up doesn't necessarily need to be a UI canvas. P…
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The item's name appears inside the Hotspot label, which will be in the Hotspot menu if you're using the default interface. This is a separate Menu to the Inventory, and is the same label that appears when over Hotspots when the Inventory me…
Not sure - it'd be a case of needing to affect both the specific camera, and the MainCamera, since the latter is the one that actually performs the rendering.
I'll have a think.
Thanks for the elaboration.
ABC has its own InputActions asset, and your Player features their own Player Input component - with Auto Switch checked - to read it. AC's Input System integration features its own as well, as part of its ControlsReade…
Thanks for the details. I've recreated the behaviour.
It's a limitation of the Inventory system, I'm afraid. If you separate the same Inventory into separate boxes with categories, then you'll need to avoid empty spaces brought about by re-orderi…