Pink typically indicates an invalid material/shader. What render pipeline are you using, and what shader does the TintMap object's "Default-Material" use?
Quick note: Tint Maps were introduced long before Unity's 2D URP. URP brings with…
AC's regular startup behaviour won't kick in inside a loading screen, but you can run an ActionList manually with a simple script attached to it:
using UnityEngine;public class LoadingSceneCutscene : MonoBehaviour{ void Start () { GetC…
What's your AC version?
When player-switching is enabled, the Scene: Check Action will provide a "Player" field that you can use to specify which Player's previous scene to check.
If you set this to Active Player, though, the Action shou…
Thanks for the details.
2D point-and-click is the tricky one - as you can't rely on collision nor dynamic rebaking to limit movement on the NavMesh.
If the boxes are always arranged in a grid, however (at least when not moving), you might be able …
Would this be in 2D or 3D?
You can attach a Collider to a block, and a Rigidbody to your Player, to prevent them from passing through it. However, the NavMesh may also need updating depending on how the Player is controlled. Is this for a Point-a…
I'm afraid all I can glean from the logs is that the animation names "idle" etc in Grace's Player component do not match those in the Animator (i.e. "idle_D"), which was also the case with the files you sent me.
I appreciate thi…
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The Canvas has the Remember Canvas Group attached?
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Do they duplicates all overlap, such that the "top" one will block interactivity to those underneath?
If you have a scene that has nothing but these Canvases, move the sc…
In the component's Inspector, set the "Is In Tree Local Variable ID" field to 2. This field refers to the ID number of the variable to check (to the left of its name in the Variables Manager), rather than the value itself.
If you know that the NPC will be out of view when the cutscene starts, then you can teleport them to a Marker just to the left of the camera when it begins.
Create a Marker, position it to the left of the camera, and then parent it to the MainCamer…
The filename of the AC script the error references has been modified, from "MenuLabel.cs" to "MenuLabel (2023_01_07 20_44_12 UTC).cs".
I don't know what's occured with the files, but you're probably best off removing the "A…
Putting the others aside, then, let's call the Canvas with the issue Canvas B, and the one that precedes it Canvas A.
In short: Canvas B is only interactive if Canvas A's GameObject is disabled outright, but when enabled Canvas A should be "tu…
Very odd.
Does the interactivity return once the ActionList ends? Are you relying on Input System, or Input Manager (the default)?
How many such Canvases do you have in the scene? Try disabling all except just Canvas 2, and also keep any AC Menu…
So, the fresh new ActionList was working, and later not working, without making any changes to it?
Sorry, but I need to be clear: the Button also has an Interactable checkbox - this is also checked, as is that on the Canvas Group?
If both are chec…
What is the state of the Canvas Group's "Interactable" field at this time, and is there a difference if you set the Change4a ActionList's When running property to Run In Background?
If there's no difference, try manually disabling the ent…
Thanks for the details.
To be clear: is the Button completely non-responsive, or does it change colour when selected, only clicking has no effect?
Do you have a script attached to the Canvas? Passing the "Turn On" / "Turn Off"…
It shouldn't come to having to rely on a new Unity / laptop, but I do need to know as much detail as you can share.
What messages are now appearing in the Console?
The Guard's Hotspot collider in the package you sent me needed to be enabled, and r…
This is for a 2D game?
It's possible through custom scripting, as you can teleport an NPC to a dynamic position in the scene with the Teleport function.
It'd be a bit tricky to know where exactly to re-position the NPC to, however, as you'd also n…
Object: Transform can work with characters, provided they have a Moveable component and aren't moving at the time. If they move with a Rigidbody, you'll also need to check Move With Rigidbody in the Moveable component's Inspector.
To apply smoothi…