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Right. If you need the car to remain on the Default layer for other purposes, however, there are a couple of alternatives.
One would be to place the Hotspots themselves on a different layer, e.g. CarHotspot, and then alter the Settings Man…
Does loading the save file involve switching scene, or do you have Always reload scene when loading a save file? checked in the Settings Manager? If either of these things are true, the loading process will be slightly different.
Running the game …
Welcome to the community, @Neslihan.
Are you looking to have a delay between such lines? If not, you could try reducing the Split line delay (s) slider (which appears when Treat carriage returns as separate speech lines? is checked) to zero. This…
Have a look at the Trail Renderer - it's intended for such situations.
Both this and the Line Renderer are Unity components - if a script is necessary, it won't need to reference AC. However, see if the Trail Renderer is enough - it may be that it…
It's a compex scenario to visualise - any screenshots you can share to help clarify the exact situation will help.
It's possible to limit a Hotspot's interactivity to a specific Camera (or multiple, using this script). However, if it's a case of d…
What type of GameCamera are you dealing with, and what are they set to "target"?
Check Unity's Console (or the Player log if testing a build) for any AC-related messages. The first thing to check will be that the camera has a "Const…
If it's attached to PersistentEngine, remove the Awake function as it may interfere.
The event itself looks fine, though - it should be called. Are you testing in builds or the Editor as well?
If the event isn't called, then it may be due to the …
Welcome to the community, @antakasa.
The CreateNew function can be used to generate an Action through script. Actions typically have multiple variants of this to allow for different parameters, but currently only the "Marker" variant you…
The difference may be down to the longer load times on Android. It's not reliable to use Invoke to run the function a set time later, as you can't predict how long the load operation will take. The use of events, as above, ensures that the code ge…
You've got the StartCoroutine call in your Update function - meaning a new instance of it will be run for every frame that doReturn is true.
Move the line from there to the DropMoveable function and it should work.
You can reference as many objects as you like, so long as the serialized data class is made up of simple types. Here's a variant that supports multiple objects:
using UnityEngine;using AC;public class RememberMultipleEnabled : Remember{ public …
They aren't strictly due to AC - it's just that AC comes across them when loading.
Check the prefabs inside your various Resources folders for missing components.
What of the Z values at the time the issue occurs?
If both characters Sprite Renderers share the same Sorting Order, then their sorting order will be down to their relative Z positions. The Sorting Map will adjust the Z-position of characters in t…
To prevent the cursor from locking when the Interaction menu is closed, clear the name "Interaction" from the Screen Space Hotspot Detection Inspector's "Unlock Cursor With Menu" field.
If the variable's value is only set once, it needn't have its Link to property set to Custom Script. This option is for when you want to synchronise its value with a variable in another script or asset, so that the two both change together.
Detail…
Are you relying on a Sorting Map, or Unity's Transparency Sort Axis?
If you're using a Sorting Map, check that the NPC and Player start positions both share the same Z-value.
Though, with recent updates to Unity, it's a lot easier to get correct s…
A particle system with unscaled time alone shouldn't cause an issue - at least it doesn't on my end. It may be to do with the custom script that calls it.
To make a change at the time the game pauses and unpauses, you can hook into the OnEnterGame…