You'll need to click Apply for such changes to be retained, but the window and event system is a part of Unity itself. If things are disappearing unexpectedly, it may be an issue with your version of Unity.
If you'd like to share a video showing t…
Pause the game during this time and check the Inspector of the Button. Is it's Interactable field unchecked? That's what AC should be affecting, and the Button should no longer have any effect when clicked when so.
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Is that to say the 7th slot doesn't show, or that it always show even when the default 6 are not taken?
Have you linked the new slot to the SavesList element, and set the When invisible field to Disable Object?
Good spot! It does look like that can be left unchecked.
Typically this is checked if you want to cancel an upcoming Interaction, when the Player passes through the Trigger as the result of clicking a Hotspot.
Calling the Stop Moving command in t…
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What's your AC version? Does the context menu show, but not show the option to delete, or not show at all? The context menu should provide options to delete, rename, auto-arrange, and set the group's colour.
Yes, keep an eye on it and let me know if it occurs again. I'd strongly recommend using version control if you're not already, though, regardless of this issue.
The error message doesn't sound related to Variables, but the latter is the more pressing.
What kind of Variables disappeared? Were they Local or Global, and were they all created yesterday or were any removed that were created from an earlier tim…
Welcome to the community, @Heraklit112358.
What are your AC/Unity versions?
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Make sure that the Simple Camera involved has a Constant ID component - you'll need to make a new save if not.
If the issue persists, does invoking the ToggleCurs…
Instead of turning off or locking the Menu, use the Menu: Change state Action to hide the Menu's "hotspot" element.
Then, set the element's When invisible field to Disable Interactability.
Welcome to the community, @CDaddy.
With Unity 6.2, the new Input System becomes the default method of handling input. The tutorial uses Input Manager, which can technically still be used - enabled via the Project settings page - but it's recommend…
You can increase the Rigidbody's Mass value to prevent them from being pushed so easily.
Alternatively, you can try replacing the Rigidbody + Capsule Collider combination with a Character Controller.
Parent the Marker to the NPC so that it moves with them, and then set a non-zero Pathfinding update time (s) value in the Settings Manager's Movement panel.
If the Marker moves while the Player is moving towards it as part of the Interaction's &quo…
Here's a custom "Hotspot: Check" Action you can plug in with this tutorial:
using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionHotspotCheck : ActionCheck { public int parameterID = -1; …
Hotspots will be placed on the DistantHotspot layer automatically based on their proximity to the Player, if Place distant Hotspots on separate layer? is checked.
Is this to say this wasn't the case when the layer values were left as their defaults?
Do each of the 2 initial Hotspots turn off when used independently?
Create a Local Integer Variable to record how many of these Hotspots you've turned off. When using either one, run a Variable: Set Action to increase this Variable's value by 1. …