You can create a second camera, that is locked in position where you want the scene to be framed, and switch to it when the player approaches that part of the scene.
Place a Trigger in the area of the scene that should use the new camera, and then …
The InventoryBox element that displays Objectives is already gathering up the data you're looking for - just not displaying it in the way you want to. If you use a Unity UI menu with such an element that's hidden from view, you can make use of scri…
Remember Visibility won't work, but if you map the + button to a Button element in the Menu Manager, it's visibilty will be saved automatically when using the Menu: Change state Action to hide it.
Alternatively, you could attach a Canvas Group comp…
The workaround would be to move the ActionList: Run Action (with parameter settings) to an asset file, and then have your AL in the scene run it with a separate ActionList: Run Action (that has no parameter settings).
If this is in your Title-screen scene, then the game should not be paused if you're following the tutorial - as the "Freeze" menu should only be turned on if you're in another scene.
Check that your calls to turn on the Freeze menu match …
Welcome to the community, @midnightdojo.
It's an old Action that uses the old Action API, deprecated with AC v1.73.
A guide to changes made to the API can be found here, but I've attempted to update the wiki page with the corrections - have a try …
Check the Menu: Change state Action that triggers this - the only thing I can infer from the message is that there is a space after the name Inventory in the Action's field, i.e. "Inventory ", not "Inventory" (no quotes).
What's your AC version, and is the ActionList: Run Action being run from within an asset file?
Is there a difference if - rather than assigning the field from prefab mode - you drag the prefab into the scene, assign it there, apply changes and remo…
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What are the ActionList's properties, and what does the AC Status box display at the time?
The Status box can be enabled from the bottom of the Settings Manager, and will display the game's current state, as well as any running ActionLists,…
The Inventory: Select Action can be used to select a specific Item. This includes an option to ignore the Player's actual inventory - you can use it to cause the torch to become selected without it being added.
You can make use of AC's OnHotspotInteract and OnHotspotSelect custom events - so that clicking a Hotspot begins the drawing mechanic, and selecting other Hotspots draws points.
Here's an example script, that should give you the basis for further t…
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Either the Engine: Manage systems or Player: Constrain Action can be used to prevent the Player from moving.
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Is the issue that they can't be selected, or that they are - but pressing "E" has no effect? Are there other But…
Thanks for the details, I will look into it.
I can't say for sure if that'll be the official fix, but I will sort the issue out so that you needn't make a similar change after updating.
Set the Action's Method field to Resume - that'll cause the Variable to remain at its current value, as opposed to resetting itself to the defined Minimum.
You can use AC's Crafting system for this.
The Crafting tab in the Inventory Manager allows you define "Recipes", which are made up of multiple items as "Ingredients", and a single item "Result".
Crafting is performed…
What kind of ActionList is the Object: Call event Action placed in, and what/where is the object you're having it affect?
It's important to be sure to have this Action affect a GameObject that has the script as a component, rather than affect the s…
No sweat.
You can force the selection of a given element with the Menu: Select Action. AC can work with the scene's EventSystem, but I'd recommend letting AC use its own unless you have a specific need to use the default Unity provides.