Triggered manually as is "Appear type" set to "Manual"? Under what conditions does it appear differently?
The Size property is set to Absolute Pixels, so it should remain the same constant size regardless of the menu's size. T…
I recommend using Unity UI in general as it allows for more polish and adapts better to different screen sizes. However, I'd say it's a last resort in this case - since the issue isn't directly with the menus, but getting the cursor to render on to…
A Hotspot attached to the Player will be interactive in the usual way - so long as it's placed on the Default layer and has a Collider.
The only exception to this is if you're using Player-switching. By default, the active Player's Hotspot will au…
Welcome to the community, @pino.
This behaviour will occur if your game's Camera perspective field is set to 3D. Are any messages related to this appearing in the Console window when running the game?
This is not a Unity option - see the "Ca…
If the Appear type is Manual, look for Menu: Change state Actions set to turn this Menu off. Instances of a particular Action type can be searched for in the Actions Manager.
You can check if they're being run by attaching a comment to them via th…
Welcome to the community, @MyDe_Lightful.
Firstly, I'd recommend switching your Menus to Unity UI if they aren't already. While it is possible to change the Font size of AC menus, Unity UI menus are much better at adapting to size changes, given c…
If you assign the ActionList directly into the Button's OnClick event, make sure you're triggering its Interact function.
The intended method to having a Button run an ActionList, however, is to create a Button element in your Menu's properties and…
You can attach the Remember Animator component to a character to save/restore their Animator's state.
Alternatively, if you want to just reset the Player to their idle state, you can use the Character: Animate Action after the load is complete. If…
Never mind - recreated. To fix, open up AC's RememberVariables script and replace the line:
var.Upload (VariableLocation.Component);
with:
var.Upload (VariableLocation.Component, Variables);
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Set a non-zero Initial post-line delay (s) value in the Speech Manager.
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Essentially giving them control over the Speech Manager's Display subtitles forever until user skips it? field? That can be done through scripting. A tutorial…
Would this be for a 2D or 3D game?
I'd certainly advise looking at ways to optimise things, i.e. removing any Collider/Rigidbody components on them etc. What would be the context? Are these for background animations, or would they be interactive?…
It ultimately comes down to what your requirements for the Player character are.
Secondary features things like fall damage, zooming etc can be added to the AC FP Player through scripting, but share details if you're having issues with the UCC inte…
Does this occur when loading from another scene, or only when loading while within the same scene?
Make sure that Always reload scene when loading a save file? is checked in the Settings Manager's "Scene loading" settings. Otherwise, onl…
Make sure that your ActionList's When running is set to Run In Background, but there may be more to it.
This is a Unity UI-based menu? What is its Appear type property set to?
You can use the Inventory Manager's Categories tab to define "Weapon", "Armour", etc as separate Inventory categories, and then assign each of your items to one.
An InventoryBox element set of type "Default" will show …
This is in builds, I take it.
Is it always the same scenes, and is there any pattern to those scenes that makes them separate from others?
Do you have any other scripts in your project that can control the system cursor's visibility?
The book's ID does not need to be recorded when being added, since the Action is dealing with the prefab directly - not any scene instance of it.
Check that there aren't any other copies of the book in the scene - the Action will remove the first o…