It's not ideal as a solution, but so far I'm stumped as to what the underlying issue is. It may be a Unity issue, given the prefab connection is handled by Unity.
Does this occur in all scenes?
What are the ActionList's properties, and what are your AC/Unity verions?
Does the issue persist if you temporarily clear the ActionList from the "ActionList when turn on" field?
What are your AC/Unity versions?
The Restart Game command will automatically clear Variable and Inventory data.
Does the "Intro" scene load if you run a regular Scene: Switch Action? As a test, try instead referencing the scene by Build…
What are your AC and Unity versions?
Place an ActionList: Comment Action at the top of the Button's ActionList, and give it some text to show up in the Console when it runs. Then, share that along with its full stacktrace.
Is the background art part of the TitleScreen UI prefab? Move it to the scene itself, then you can add the light to the scene. I'm not sure how well 2D lights work with UI objects - at the very least, you'd need to ensure they use 2D Lit shaders s…
Don't crop your screenshots - I need to see the wider context of your Inspectors etc.
Is your AudioSource assigned in the Player component's "Speech AudioSource" field?
For the lines for which you've assigned audio, select them in the Sp…
It's certainly my intent for AC to make it as easy as possible for newcomers to get up and running quickly while still giving them freedom of control.
Please know that this forum - and I - are here for your questions at any time!
Did you update Unity at the same time, and does this occur in all scenes?
Try selecting the scene's GameEngine prefab and choosing "Unpack Completely" - does that make a difference?
Sounds like you're best off using a custom script to set the value dynamically based on whether a given speech line is narration or not:
using UnityEngine;using AC;public class DynamicSpeechTime : MonoBehaviour{ public float speechSpeed = 0.3f; …
I'm not sure if setting the Layer mask to "Nothing" will have it detect objects on the "Ignore Raycast" layer.
Check "Is Trigger", make sure that it covers the area the Player walks, and place it on a new Layer named e…
You'd need to leave it as Manual, but then have a separate, invisible Menu that is set to "Mouse Over" that occupies the same space.
As part of that Menu's "ActionList when turn on" asset, you can then run a "Menu: Change s…
Is that to say reverting to Default_MenuManager worked?
I'd need to see the UI/Menu Manager in question - are you using Unity UI or Adventure Creator for your Inventory menu's Source?
Thank you for your continued patience.
Are you entering in an aspect ratio of "2.37"? If so, enter in the calculation instead - i.e. "2560/1080", so that the value is more accurate. Bear in mind, however, that the UI is only c…
I'm not the integration's author, but the directional suffix being removed by the time it gets to DirectionMapper sounds correct.
From what I understand, unlike AC's Sprites Unity mode, this system involves using a seperate "Skeleton Data Asse…
When Unity UI is used for Menu rendering, they won't - by default - be aware of the game's aspect ratio, which is different to that of the screen/window.
Fixing this is a case of using the Auto-correct UI dimensions component to have it scale / rep…
Welcome to the community, @alexn. What are your AC/Unity versions?
If you select your Player in the Hierarchy at runtime, check the bottom of their Inspector - that will list all of their current Inventory items. Does it increase from 1 to 6 afte…
You will need to ensure that the Addressable key matches the asset's filename.
If you haven't used Addressables before, I recommend the Resources method I mentioned above, however.
What are your AC/Unity versions, and is narration also set to scroll? Do either line types feature audio? These factors all affect the line's total display time.