I'd need to know more specific details about the process. Do you have the "Player switching" setting enabled, or are you manually adding/removing Player objects?
When using Player-switching, AC will switch to the newly-assigned Player's …
The icon only displays during gameplay - it hides during the interaction because gameplay is blocked during this time.
You can try setting the Interaction's When running property to Run In Background, but it might be that your custom icon script ne…
Through script, it is possible to save at any time - using:
SaveSystem.SaveGame (0, saveID, true);
Where saveID is the ID number of the save file to record.
However, the restriction during cutscenes when using AC's provided Menus / Actions is wit…
You're dealing with Unity's physics system here. A few things to try:
* Avoid using Planes for the scene edges, and increse the width of the outer box colliders
* Tinker with your Project's Physics values, including raising the Default Solver Iter…
Can you share a comparison video that shows how things look when a Player is involved? The presence of a Player shouldn't affect interactivity, outside of use of a Hotspot Detector in some way.
Are you always clicking the Back buttons, or pressing the Escape key, to back out?
The Crossfade option is just a convenience. As a last resort, you could change it to Run Action List and manually turn on either Pause or Title depending on the cur…
When it comes to running the same - or similar - Actions repeatedly, there are a couple of features to bear in mind:
Firstly, you can break up your Actions in to multiple ActionLists, and chain them together with the ActionList: Run Action. For ex…
It wouldn't involve AC, but a VideoTrack sample by Unity can be found here:
https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/smpl_custom_video.html
I cannot recreate such behaviour.
Try moving the Event to the Events Editor, which will run globally - i.e. for all scenes. To prevent it from running in other scenes, precede the Actions with a Scene: Check Action to limit its usage to your Title…
The Display time factor field is multiplied by the length of the speech text - if you lower it, then longer lines will become more similar in length to shorter ones, but you may need to raise the Minimum display time (s) to compensate.
And are they ActionList assets / scene-based / given a specific tag?
If you were just starting out, I'd say to use Timeline to both play the video and handle subtitle duties in one.
As it is, you'd need to use scripting to do something tricker, li…
Is the Pause menu open at the time you switch back to the Title screen? Insert a Menu: Change state Action to turn off your Pause menu in the OnStart cutscene of the Title screen scene.
First, open up AC's Highlight script and add the following function:
public bool IsFlashing() => highlightState == HighlightState.Flash;
Then, replace the above script with:
using UnityEngine;using AC;public class ShowNearbyHotspots : MonoBeha…
That's a separate issue - the above line only deals with ending the current dialogue.
To be clear: you want to be able to end Subtitles at any point through a video, while still playing the video to completion?
You could try manually turning off t…
It depends on your Menu's Source property. If it's set to Adventure Creator, check Preview in Game window? and it should then appear in the Game tab.
You will need to have an AC-scene open at the time, however.
There's potentially more to it based on other settings, but the Interaction in your screenshot is for "Use" mode, rather than "Inventory". If you're using an Item on the Hotspot at this time, it'll be the Inventory interaction -…