Replace the _Update function with the below. If it works, I'll make the same change to the official release:
public void _Update (){ if (detectionMethod == TriggerDetectionMethod.TransformPosition && gameObject.activeInHierarchy) { …
Welcome to the community, @BowserKingKoopa.
A bug, unfortunately. Thank you for letting me know - and apologies for your trouble.
I will need to look into this properly, but in the meantime you should be able to prevent this by opening up AC's Pl…
If you uncheck Load when click on? / Save when click on? in your SavesList element, AC will no longer process the clicked slot. It will, however, run the assigned ActionList and set the Integer parameter to the clicked slot value.
See this tutoria…
Where is the Player in relation to the Trigger? If the Trigger is above or below, the returned value may well be correct.
What was the underlying discovery you made that led you to this line?
What are your AC/Unity versions, and what platform are you saving to?
Is this occuring in the Editor, or in builds?
(Quote)
Unsure. Best to run a build on a separate machine if possible.
Your character's chosen "Animation engine" only affects the playback method of animations. The animations themelves are separate, and they can affect other sprites in the Hierarchy.
An AnimationClip asset can animate the properties of an…
The only duplicate template listed in your screenshot is that of the Input Systm integration - it'll appear twice because one is built-in, the other is from the Downloads folder.
In what way, specifically, is touch input not working? Is there no r…
I cannot reproduce it with the scene file you've sent.
The error messages above suggest a Trigger is being entered, but none of them are near enough to the Default PlayerStart that they'd be fired by the Player's presence. Is there another object …
That way will work, but simply hiding the hotspot element itself should also work. As I mentioned, it works for me on my end. I cannot tell you why it does not for you without seeing the project for myself.
What is the full error of one of the warnings - stacktrace included?
The errors you're getting are related to the Input System downloadable package, which is now deprecated in favour of the built-in Input System template listed in the New Game Wiza…
In your video's empty project, use the New Game Wizard to create a new set of Managers for a 3D game, with the Sample 3D Player, but no Sample 3D Scene.
Then, copy over the scene file with the issue and run it in the empty project. Putting aside a…
You don't need to edit any script.
Use a SavesList element set to "Load", uncheck Load when click on?, and assign an ActionList when click that has an Integer parameter that you can then auto-set to the clicked Save slot. You can then us…
Is there perhaps a translation barrier here? The behaviour should be the opposite, if you're disabling interactivity.
"Turning off" a menu should hide it, visually. Hiding it will disable the Button.
When using Unity UI, turning off th…
Built-in, only Unity uGUI.
However, it is possible to have UI Toolkit-based Buttons run AC ActionList asset files when clicked with this simple script:
using UnityEngine;using UnityEngine.UIElements;using AC;public class ToolkitButtonActionList : …
Do you have multiple Hotspots attached to the Player, and/or are you using custom scripting for interactivity? The Hotspot in the video is correctly switching off.
Welcome to the community, @m0stlyvoid.
I'm not familiar enough with FMOD scripting to comment on the implementation, but certainly the AC side of things - hooking into OnStartSpeech - looks good.
So far as the talking animation goes: this may be d…