Happy holidays to you too, @lisbeth.
I'm not 100% sure of your meaning - is it possible there's a mistranslation? I'll need to know the aspects you're referring to in AC terminology.
If you can share screenshots that help illustrate the issue, th…
The correct approach is a bit open-ended, but snapping to its centre would only be part of it: you'd still need a way to detect if the cursor is "near" a Hotspot without being over its original bounds.
Here's a sample script you can attac…
Does this occur if you copy it into a fresh Cutscene, and can you share screenshots? I cannot reproduce any instance where the "Engine: Wait" Action runs indefinitely.
For a 2D or 3D game?
It should be possible with a custom script, but it's not trivial - particularly if you want it to be based on the shape of Hotspots rather than a straightforward distance check to the Hotspot centre.
One possible approach may …
It's possible, but the custom script needs to be a bit more involved than a simple function call, because:
* Grabbing an object involves passing a position to be grabbed from
* The built-in behaviour of releasing the object when there's no input ne…
Is the Wait Action the first in the list, or is it running others beforehand?
Is the Trigger set to Continuous? Check that it's not being re-run each frame.
Is this for a scene-based Actionlist? I'm afraid Unity's built-in behaviour is to revert runtime-changes back to their previous state when exiting Play mode.
However, it is possible to transfer these changes manually by selecting the Cutscene comp…
Is yours normally a First-person game? If so, the MainCamera will attach itself to your Player's camera, and move with it as they fall.
This is the automatic behaviour for First-person games during gameplay. To override this for your puzzle scene…
Version 1.85.5:
* Fixed: Movement issue when dragging objects around loopable Hinge Tracks
* Fixed: Issues with Third-person camera rotation
* Fixed: Input System integration template's default Controls asset having Touch-screen presses mapped to t…
I may have copied the wrong block. Try this instead:
private void SetInputMethod(InputMethod inputMethod, bool force = false){ if (KickStarter.settingsManager.inputMethod != inputMethod || force) { KickStarter.settingsManager.inputMet…
The behaviour you're describing sounds about what I'd expect. The new Input System is more powerful, but more rigid about touch/non-touch inputs being shared.
I'd recommend unchecking the option and forcing the value through script, as it's a valu…
Welcome to the community, @Uglymug11.
The warnings themselves are from AC, but they are safe to ignore if the inputs being mentioned in them aren't needed by your game. Supressing them, though, is indeed a case of adding them to your game's Input …
The ItemDesc menu element isn't set to display Item names, but a custom "DisplayName" property. Is this appearing in the Speech Manager? It will be under the "Inventory Property" category.
InventoryBox elements of type "Objectives" have a "Objectives to display" field that lets you limit it to Active, Complete or Failed only. You can create 3 such elements, each with a different value, to list these different Obje…
Can you share screenshots and more details about the issue? I'm afraid I cannot reproduce this problem.
Are you using Input System or Input Manager for your input handling, and is the Console reporting anything amiss?
That's the correct prefab.
To be clear: the game runs as intended, on mobile, when using "Touch Screen" input?
This field will need to be set to the correct value depending on platform. You can, however, set it dynamically at runtime.
…
The Inventory script makes no mention of Text objects, I'm not clear on your meaning about it not being compatible with TextMesh Pro.
The DynamicFontLanguage script simply changes which Font is used - it won't affect the text itself. Is it the Fon…