Thanks for the details. What's odd is that Touch Screen should generally be equivalent to Mouse And Keyboard when testing in the Editor, so it's the same mouse input code that's running in both cases.
If you're placing Debug.Log statements down, t…
Do any Warnings appear in the Console?
Try adding a Debug.Log to the Update function:
Debug.Log ("Subtitles on:" + Options.AreSubtitlesOn());
Does it change to True/False depending on the Subtitles option?
Indirectly. Text Animator relies on Text Mesh Pro UGUI components to work, which AC does support.
In most cases, for static text boxes e.g Pause menus etc, this should be enough:
https://docs.febucci.com/text-animator-unity/welcome/quick-start
W…
I may have recreated this.
This won't be an exact fix - more a means to check we're on the same issue. But if you open up AC's StateHandler script, find the line:
KickStarter.playerInput._FixedUpdate ();
and move it out of the FixedUpdate functi…
The error will show if the piece has no Arranging Puzzle Manager associated with it. This is a component necessary in your scene / prefab that must reference the piece for the template to work.
I have updated the package to replace this error with …
You can use an Integer variable to keep track of the number of moves the Player has made, which increases each time.
There's a "Combination lock" example scene that uses this approach in the "Puzzle template: Simple examples" pa…
What is the error text, as it appears in the Console, and what are your AC/Unity versions?
Interesting approach. Though, what I'd suggest instead is to create a Camera: Switch Action in an ActionList asset that takes parameters for both the Camera…
Are there any other instances of the Engine: Control Timeline Action that could be playing it indavertently?
Try duplicating the GameObject that holds the Playable Director, deleting the original, and linking the copy to your Action. Does the issu…
Odd. What are your AC/Unity versions, and does the dialogue stop playing on start if you Mute the Speech Track?
Is it possible "Play On Awake" is checked in the Playable Director component?
Welcome to the community, @mapsandcaps.
You can prevent UI elements from being interactable by attaching a Canvas Group component to their parent.
This component's Interactable field can be controlled through animation. You will, however, need to…
Noted, thank you.
I will introduce ITranslatableReferencer in the next update. It'll be a simple one-function interface that you can implement in your Player script to inform AC of the link to the ITranslatable field:
public ITranslatable[] GetTr…
Welcome to the community, @games_lam.
When navigating "in-game" Menus - i.e. ones that don't pause the game or otherwise show outside of regular gameplay - you need to explicitly tell AC that it's possible to do so at runtime.
This can b…
Firing raycasts is viable in both 2D and 3D - but with 2D, you'll want to use Physics Material 2D assets - the 3D equivalent of PhysicMaterial (now correctly named Physics Material in Unity 6).
It doesn't involve AC component - just place a 2D Box …
Yes, the Action API was updated in v1.73 - details on the changes are covered here.
To port back, replace:
public override ActionCategory Category { get { return ActionCategory.Custom; }}public override string Title { get { return "Change sor…
How are the Player and the SO linked?
Custom ITranslatable implementations currently need to be a MonoBehaviour inside a scene, or an Action, for them to be automatically detected.
What you could do is have a separate ITranslatable script in the s…
Currently it'd be tricky, since Collected Document lists automatically limit themselves to the number of Documents held.
I will look to see if this can be made optional, so that the list is always of the "Max slots" length, similar to how…