Thanks for the details.
In terms of the most robust approach, I'd say you're probably best off switching to a custom Hotspot detection system, which will allow you to select Hotspots in your script - while giving the benefits of e.g. updating the c…
I snuck in a null-reference check into v1.77.1 - give it a try now. You'll still have an issue with the data not being loaded, but it may at least allow the game to continue.
Try switching over to Unity UI for your Menu rendering.
You can do this by setting your Menu's Source property to Unity Ui Prefab - each of the default menus has a Unity UI counterpart that you can use to test with. Do the colours appear correct t…
Version 1.77.1:
* Added: Ability to auto-create ActionLists from the "ActionList: Run" Action
* Changed: "Create" buttons have been shortened to "+" icons
* Fixed: Characters being able to move out of the boundary of 2…
I'm not sure I'm following the reason a collider can't be used - can you share details/screenshots on the situation that calls for such a workaround?
If a Hotspot isn't currently active, AC will play the "main" cursor by default. In this…
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You'd get beelining / instant reactions if you zero the update time. You can set this per-character in the latest release through script, if necessary. Otherwise, it'd probably be a case of using A* to allow for faster pathfinding calculat…
Welcome to the community, @jcp23.
In essence: this is about having a 2D background that loops seamlessly when scrolling sideways?
This'll be possible in 2D, but it'll require a little scripting to get right. You'd first need to start with a backg…
What's your Unity version, and what render pipeline are you using?
It does look like a project setting - have you tried modifying the "Color Space" option in Unity's Player Settings?
Try importing AC into a fresh Unity project - does the…
Sorry, you'll need to give more detail - what have you set the text to be, and what should it correctly display as?
What are your AC/Unity versions, and what are your Menu's properties set to. Please share as much detail/screenshots as you can.
Try this alternative subclass - is this closer to the behaviour?
using System.Collections.Generic;using UnityEngine;using AC;public class DetectHotspotsAutoNearest : DetectHotspots{ private bool usedInput; private Vector3 lastFramePosition; …
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When the pathfinding update time is zero, the character will bee-line to the cursor each frame. Since this is happening every frame, this does not involve pathfinding - as performance would suffer.
When the update time is non-zero, the cha…
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Please don't be - all bugfix reports are appreciated.
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What version were you previously using?
The Action is set up to "consume" a frame before ending. I'm not sure why it was previously different, but strip down your Run…
Version 1.77.0
Upgrade notes
* The ActionTransform script's CreateNew_RotateTo function has been renamed to CreateNew_ScaleTo
* The Settings Manager's GetDefaultPlayer function is now Editor-only
Hotspots
* Added: Option to always mouse-over the…
@RobinsonSandi Please create a new thread in Technical Q&A for this, as the version you're using is not the one this thread is for.
If you're relying on NPC prefabs, make sure that their Hotspot's Actions source is set to Asset File. Scene-bas…
Welcome to the community, @Kudos.
What version of Unity are you importing into?
The message is self-correcting - it's a minor issue related to a legacy Unity component, but Unity looks to be removing it for you.
You can share an Inspector screens…