I have recreated the issue of the "Visibility on start" state being re-applied after a scene-change, but not that of Remember components in general not being saved/loaded when attached to a Player prefab.
What was the exact test you made …
What is your AC version? I cannot reproduce such an issue.
If you're looking inside the code, try placing a Debug.Log statement inside the Turn function to show the value of isInstant - is it showing as false while the issue occurs?
The runtime values are handled by AC's scene objects - for them to show, you will need to be running an AC scene.
To show the variables, you'll either need to use the Scene Manager to convert the current scene into an AC one, or uncheck "Show …
As I understand it, cross-platform haptics isn't something Unity natively supports, beyond a simple "Vibrate" command that has no controls.
However, there are a few plugins out there that provide this. One of them being this free impleme…
What's your AC version? As of 1.85.2, AC includes a URP_25D component that provides URP support in 2.5D games.
This component replaces the wiki script above, and will attach itself automatically to the MainCamera upon startup.
A URP variant of th…
You're welcome!
What's your Cursor Manager's "Cursor rendering" set to? That can affect how the cursor changes. Again, I'm another set of eyes if you'd like to share screenshots.
Are you using Input System and AC's integration for it? The ControlsReader prefab includes an "On Set Control Scheme" event field that will be fired whenever a change in the control scheme is detected.
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You can lock a Menu to prevent it from turning on when its "Appear type" condition is met. This can be done with the Menu: Change state Action.
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I'm not aware of a strict need for the game to be unpaused for post-processin…
Child Remember data on Player prefabs should be included in save-data.
Is your Player spawned in at runtime, with each of the Remember components having "Retain in prefab?" checked? The Console should report issues upon saving.
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If you're using Input System for input handling, you'll need to install AC's integration for it from the New Game Wizard's Templates page.
The example package won't have this, however, so setting handling to "Both" is a good tempo…
AC menus do support direct-navigation (no cursor), yes. If it's not working, check the game's current "Game state" by enabling the AC Status box from the bottom of the Settings Manager.
If it's set to Cutscene, it'll be blocked by a game…
Welcome to the community, @freekygirl.
Have you tried out the package's FirstPersonExample scene? You'll need to have the MovementNodes set of Managers assigned for it to work as intended - which you can do by double-clicking the MovementNodes_Man…
Save/load ought to rely on the same system. What's your AC version, what platform are you working on, and are you overriding the default save format/handling via custom script?
Scene-based ActionLists like Cutscenes and Interactions cannot exist as prefabs - you'll need to rely on ActionList asset files instead if you wish to have a prefab Hotspot work across scenes without re-linking.
At the top of the Hotspot Inspector …
Welcome to the community, @IrisZ.
AC-sourced Menus will be directly-navigable automatically, provided the game is currently in "Pause" mode. This is typically set by the Pauses game? option in a Menu's Properties panel, and is how the de…