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I think the code portion we're looking at is a knock-on effect of this, rather than the cause.
If the Settings Manager is changing its fields, that's most likely down to your EventSystem prefab that the Input System integration uses.
In it…
Check that Use Addressables for UI prefab references? isn't checked at the top. If it is, the Addressables package will need to be present for the replacement field to show.
It sounds like saving is blocked at the moment the Menu turns on, but unblocked again after the transition is complete. What is your AC version?
Here's a way to see which ActionList, if any, is causing this. Open up AC's ActionSaveCheck script an…
Do these errors occur when running a native build on iOS?
The Update loop only invokes InputMousePosition if:
* Input method is set to Mouse And Keyboard, or
* Input method is set to Touch Screen, and you're testing in the Editor
I wouldn't expec…
Is this to say the exact same animation call - at the same point in the scene's logic - works in other scenes? If so, is there anything specific about this scene that stands out?
What are your AC/Unity versions, and at what point in the scene's lo…
I don't see any issues with the configuration, nor the script. If the operation is successful, the ID will change and the text in the TextMeshPro UGUI box will appear as "Custom" in the Speech Manager.
I suspect there'll be a setting or detail somewhere that I'm missing, as I'm not experiencing the teleporting issue on my end.
If you can create a test scene that's set up to demonstrate the issue, PM me your project zip with instructions and I'll …
An incremental game like Clicker isn't so much a traditional adventure game that AC is intended for. I'd expect it could be done, but would likely rely on yet more custom scripting.
If you're just getting started with AC, I'd recommend focusing on…
Typically, saving is prevented if:
* A Conversation is active, or
* The Engine: Manage systems Action has locked Saving, or
* A gameplay-blocking ActionList is running
The Console should log a Warning message if the block is caused by either of th…
The error itself seems to be indicating that your mouse isn't available for input-reading in your project. I'm not sure why that would be, but when testing Touch Screen in the Editor, AC will fallback to mouse input.
You can uncheck Mouse clicks h…
Welcome to the community, @EndlessCalamity.
A "search" mechanic, where the player can type in a name to filter through a database, would likely need a little custom scripting. However, the bigger issue of creating a database is best done…
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I can't reproduce such behaviour. What version were you upgrading from, and does this occur if your ActionList is only a single instance of this Action?
Check the Console for related warnings, and share screenshots of the Action's settings…
Did you set My Custom Line ID to 1000 yourself? Leave it as the default value of -1 and let AC set it when gathering text.
Is the object this is attached to present in the scene file, or spawned in at runtime?
The adjustment of the Inventory icon cursor's size depends on your Cursor rendering field, at the top of the Cursor Manager.
* When set to Software, it uses the Inventory cursor size field further down.
* When set to Hardware, it's based on the siz…
The camera fade is always drawn atop everything else, but you can rely on a full-screen black Menu - with a fade transition - instead if you want control over how other Menus render relative to it.