From what I understand, Gzip is more about the final download size rather than runtime performance.
A list of AC-related performance tips can be found in the Manual's "Performance and optimisation" chapter.
These are "Interaction icons" you've defined in the Cursor Manager?
Such icons are displayed within Interaction elements in your Interaction menu. For each icon, you'll need to make sure that you have an associated Interaction element th…
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What is your AC version, and what Actions/settings are you using to add items? Any screenshots/steps you can share to help me recreate this will help me get to the bottom of this.
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"Display Last Selected" mode requires tha…
Welcome to the community, @HaroldRodriguez.
Having the Player run should just be a case of moving the touch far enough from its start position. How far this distance is can be set with the Settings Manager's Run threshold field, inside the "M…
The CursorIcon property you're accessing through script has no assigned texture in its asset - this is the optional cursor field you're mentioning.
You can assign the texture with:
CursorIcon.ReplaceTexture (myTexture);
When set, this will overri…
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Thanks for the details. It should just be a case of unchecking Activate Hotspots with double-tap? in the Settings Manager's "Touch-screen settings" section.
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A custom EventSystem prefab can be assigned at the top of the Me…
Welcome to the community, @cficara.
The MultiSceneChecker component is responsible for AC's startup process - removing it will prevent AC from running, so I'd expect the issue would end no matter where it's coming from upon doing this.
The issue d…
When using AC's built-in First Person movement, mouse input on the X-axis rotates the Player's transform, while input on the Y-axis rotates the camera's pitch. Essentially you've got two separate transforms to deal with.
The First Person camera's …
The Speech Manager's Subtitles during gameplay can also be skipped? option can be un-checked to prevent the skipping of background speech.
If necessary, this can be modified at runtime with:
AC.KickStarter.speechManager.allowGameplaySpeechSkipping
Enabling direct-control of gameplay menus is possible - it's just that it's a runtime option, rather than a global option in the Menu Manager.
You can enable this with the Engine: Manage systems Action. If a Menu is already on at this point, you c…
Welcome to the community, @Robjbo.
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Just to be clear: you're referring to the Interaction menu that displays the various Interactions available for a Hotspot?
I'll attempt a recreation. Can you share a shot of your Settings Manager? That'…
With AC v1.76.1, you can assign an override texture to an item at runtime without affecting the fields in the Inventory Manager. To set the selected item's texture, it'd be a case of:
KickStarter.runtimeInventory.SelectedInstance.Tex = newTexture;…
Ah. Yes, the offset field is only valid for Software and Hardware cursor rendering.
With Unity UI, you can either use scripting or Animation to offset the RawImage's RectTransform when an item becomes selected.
Is the offset the same for all item…
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I'll attempt a recreation, thanks for the details.
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The Interaction menu's behaviour is independent of what's inside it. You could either disable the Hotspot itself, or lock the Menu in the event that such a Hotspot is selected.
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Welcome to the community, @timofey.
There are users here who use Spine - if you search the forum for threads covering it you may find people that you'd like to contact directly for advice.
Naturally if you do have specific questions on using AC, a…