No, but you may need to set the Camera to Overlay if you're using URP.
What of its Stack and Environment settings?
Are the screenshots taken of the prefabs, or the scene objects at runtime? Both the camera and the item have the same position.
I'm afraid Remember Transform components are required to be in a specific scene - it won't work if the object is persistent.
To get around this, you'll need to either:
* Have the object be spawned by default, when the game begins, and hide/show it…
Items ought to be overlayed via the InventoryCamera, which will need to have its Culling Mask set to the same layer that your Inventory item prefabs are on.
Try locating the InventoryCamera object in the Hierarchy while the Inventory is open, and c…
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A Loading screen isn't treated like a regular AC scene - its OnStart cutscene is not run. You can extent the time that it is shown for, however, by increasing the Delay before and after (s): value.
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If needed, you can use a custom s…
Move the answer to a Global String variable and check Can be translated?. It'll then appear in the Speech Manager when gathering text, and you can amend the Variable: Check Action to compare the player's input text with the variable.
I can't find mention of saving or loading issues in the output file - most of the logs are coming from a custom script named MusicPlayerScript.
There are, however, two NullReferenceException errors:
NullReferenceException: Object reference not set…
What is your AC version?
Menu sounds are played from the Scene Manager's "Default Sound" object - try setting its Audio Source component's Spatial Blend to 2D.
This error is referring to Unity's own Unity Version Control package, not AC.
If you're not using Unity's built-in version control, you should be safe to remove this from the Package Manager - but be sure to back up your project in full first!
You wouldn't set anything in the Events Editor - but in the ActionList itself.
Clicking the Properties button in the lower-right corner of the ActionList Editor window will open up the Properties tab, where Parameters are listed and defined.
To clarify: the help box that appears will always show when the option is checked. It's not an indicator of the UI not having been set up correctly.
Adding a Raw Image component either on the same object as the Button, or a child, should be enough…
Uncheck it and add this to the scene:
using UnityEngine;public class CurvedMovementFix : MonoBehaviour{ void OnEnable() => AC.KickStarter.settingsManager.directMovementPerspective = true; void OnDisable() => AC.KickStarter.settingsManag…
A custom script is necessary to handle the formatting based on language-specific conditions, but it's possible to override the default "Hotspot label" when e.g. a Hotspot is hovered-over while an Inventory item is selected:
using AC;using…
The lower-left Menu is the InGame menu. Its Menu button, which opens the Pause menu, has its Click type set to Crossfade, which causes all Menus to turn off except the one defined in the Menu to switch to field.
To have greater control over exactl…
The Container events don't deal with Item Scene instances directly - only the original Inventory item involved.
However, if your Add event is always run before Remove, one approach would be to store the GameObject created in Add in a temporary Game…