Thanks for the clear details!
The log includes the following error message:
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It's not a huge amount to go on, but it does suggest a corruption of save-data.
If there was an issue with the culture/region, you'd probably get a message along …
If needed, you can also disable AC's Input system completely using the Engine: Manage systems Action at the start of your ActionList.
However, if the ActionList blocks gameplay, then gameplay inputs should be ignored.
Is this the case? You can vi…
The Items themselves would need to be declared, but you could use scripting to populate their data (e.g. textures etc) at runtime.
To get an API reference to a particular field, right-click the field's label in the AC Game Editor.
As it's a custom Action, it could be modified it to accept an Addressable reference to the Director, and then load that Director from the Addressable before it runs.
Otherwise, you could clear the Director field and override it with a GameObject pa…
Are these reports coming from US-based players as well?
For complete context: share as much of an overview of the save system as possible. The reports mention profiles, renaming saves, and autosaves. Are you saving on separate threads? Please sh…
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To be clear: this is ActionList is assigned as that same Menu's "When turn on" asset?
A wait time of -1 will cause a wait of exactly one frame.
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"Hiding" a menu element doesn't necessarily need to make it invisib…
If the Body gets hidden when the Head layer's Weight is 1, then there's an issue with the animations mixing. Make sure your Head layer's animations don't affect the body object/sprite.
With "Head on separate layer?", AC will play Idle, W…
What Unity version are you updating from? It might be worth copying over AC's Scripts folder from a project with the latest release into a backup that uses the older Unity version.
Create an Integer variable to act as a temporary value, then use another pair of "Set formula" commands to set the Integer value to your calculated value multiplied by 100, then another to set it back to the Float value, divided by 100.
Are you looking to have the Conversation end automatically, and new Actions run, once all options have been turned off, or once each option has been run least once (but is still visible)?
Recreated. At least on my end, it's due to the Camera: Fade Action's pause behaviour.
Setting its Behaviour when paused field to Continue prevents this for me.
The Rigidbody that the boundary detects must be that of the Player's root. If the only Rigidbody on the Player prefab is that of the Hotspot Detector, you'll either need to move it to the root, or switch the boundary's Gather Mode to Transform Posi…
What platform are you building to, and are you using a custom save-file handler?
There was a fix applied to the way update times were recorded, but it may be that you'll need to rely on new saves rather than existing ones for it to kick in.
Are so…
Your cursor appears to be hidden in the video - I'm not sure what you're manually changing.
If the variable's Link to field is set to None, the connection will be one-way - i.e. the variable will update the Animator parameter, and not the other way…
The data listed in your screenshot relates to the Json-formatted backup data of your lists - not the ActionLists themselves.
By default, AC takes a backup of your ActionLists every 10 seconds. But, given you're using version control, this shouldn'…
Yes, that's it exactly. Keep "Hide cursor when locked in screen's centre?" checked, so that locking the cursor keeps it hidden.
To lock/unlock the cursor at runtime, you can use the Player: Constrain Action.
If you're looking for Action 3 to remove the Inventory item you're checking for in Action 2, then you can check the P icon beside the Item to remove field and set it to "2: item" - i.e. the same parameter assigned next to the Inventory ite…