What is your current implementation, and in what way is it not working?
If you can share screenshots of everything involved, along with details of what's going on vs what should be happening, I'll see if I can spot the issue.
Just replace OnDrawGizmosSelected with OnDrawGizmos to have the Gizmo show at all times.
No Remember scripts are necessary - you're not changing any data at runtime. Check the component's Inspector after a scene-change - are the values still corre…
It's a pixels value - raise the offsets to larger values to see its effect.
The other cursor rendering option is Hardware, which uses the top-left for Inventory items by default.
Your script only reads the character's movement direction - which isn't 100% always the direction they're facing, and won't be set when standing still.
What you can do, however, is check Turn root object in 3D? in the Player's Inspector. What this…
What was the result of the original code above? That is, manually assigning the GameObject involved (loadSlotButton) and using that to retrieve the index via GetSlotIndex and then GetSaveFile?
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If you're experiencing an issue with save orde…
When using Unity UI, it's up to the UI to handle positioning. It can be done through animation, or script.
Is Unity UI mode necessary here? Did you try the default values I mentioned in the Cursor Manager?
The other option is to resize / expand …
I can't recreate such an issue. Does this occur if you import the latest release after backing up your project?
To force-stop any music before loading a save-file, you can hook a custom script into the OnBeforeLoading custom event:
using UnityEng…
It should be possible without the use of Root Motion - which indeed, should be left alone whenever possible.
Are you using a separate Animator on the Player's sprite child to control their regular animation, to the one on the root used by Timeline?…
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What version of Unity are you importing to? You just need to get the right package for your project's render pipeline.
If your project uses URP (the default for 6.1), use this variant of the tutorial files:
https://adventurecreator.org/fi…
What are your AC and Unity versions?
To be clear: it's the IsTalking bool that's not updating, and not the animation that it causes a transition to?
Do your subtitles / voice audio begin at the correct time?
Does it occur when only a single speec…
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Do you have just one instance of each item present in your Inventory, do you get any relevant messages appearing in the Console, and can you share screenshots of the Item, the Variable, and the Action?
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You can't check them through A…
Welcome to the community, @mkudimov.
Is the teleport operation you're describing the one that's moving the Player to the new position, and is the character affected by any other Timeline tracks at the time?
Rather than using a signal, try setting …
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Does it appear correct if you uncheck Always fit within screen?? It may be that the assigned RectTransform boundary is not set up correctly.
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FlashHotspots is a recognised AC input - you can find it and other auto-recognised inputs …
What's the specific issue you're having? That the HotspotVisible menu is not showing? Its properties are correct - are you getting any warnings about it in the Console window at runtime?
When a Menu is linked to Unity UI via Unity Ui Prefab mode,…
Global?
If they're the exact same set, you can just duplicate the Variables Manager asset from one project and assign it in the other - no need to export/import the variables it contains.
Yes, should be. You'd need Can carry multiple? to be true, but if the Slot capacity property (maxCount) is 1, then you should be able to have multiple, unique, instances of the same item within the InvCollection, each with their own set of properti…
The per-Item size and offset values are linked with the Cursor texture. When the "active graphic" is used, it will refer to the "Inventory cursor size" and "Default click offset" values in the Cursor Manager.
For comp…