After installation of the Input System integration, the ControlsReader asset should have its various UI-related input (Point / Click etc) in a UI Action Map. Did you move these into Player, or create your own? It'd be worth checking if the default…
Glad it's working now - though if toggling your Cameras was the fix, it sounds like the issue was to do with something else, and not falling through the floor.
If it occurs again, let me know and we'll revisit.
The first-person camera will "h…
Is your floor on the Default layer? The Player's Ground check layer(s) field will need to include the layer that your floor is on.
If so, you're welcome to PM me your project to take a look at. If you zip it up without the Library folder, the fil…
No problem, I'm here for questions big and small.
Are you referring to the Hotspot's name in-game vs its GameObject name in the Hierarchy? The GameObject name is just the default - you can enter an override into its Label (if not name) field to av…
Are the variables being checked having their values restored by the file being loaded, and was this setup as it was before the update?
I wouldn't deem this approach entirely safe, as it's causing a scene-switch at the same time that AC is attemptin…
Hi Ann, welcome back.
As this is a visual question, could you share a screenshot / illustration of the lid situation you describe? I'm not sure how the image above relates.
I'm also not quite sure of the difference between what you're wanting, an…
Thanks for the details.
The Player has a Character Controller, so they will fall down unless a Collider is on the floor to prevent it.
You can check Ignore gravity? in the Player's Inspector to prevent them from falling, but have a check with the …
It's a conflict with AC's tag-processing. You can prevent it, however, by clearing the "Rich Text Tags" array in the Dialog component of the scene's GameEngine object.
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Egads, that's 8 years old!
To shift to the end, you'd need to run the following code line:
AC.PlayerMenus.GetElementWithName ("Inventory", "InventoryBox").Shift(AC.AC_ShiftInventory.ShiftNext, 100);
Create a new C# scr…
I was more asking about the general use of Profiles, rather than the change between versions. I don't hold out much hope checing the box will fix it.
I will need to know as much detail about the above as possible. In particular, details of the Lo…
Welcome to the community, @7StonesStudio.
Is this a first-person Player, given the change in camera when entering Play mode?
It does look like a collision issue, yes. We'll need to figure out if this is an issue with the scene, or the Player.
Fo…
Is it just this NPC that has this issue, or does this occur for your Player / other NPCs as well?
AC will use the character's Sprite Renderer or Collider to judge where to automatically place such Menus. If it fails to pick the right spot, however…
Can you share screenshots to illustrate the issue? Share shots of the issue as it occurs in the game, as well as the Menus / ActionLists involved.
I'll also need details on how you're handling the "highlight last item" feature.
A save-file wouldn't load if the requested file was not found - in which case, an error would be reported in the Console or log file. As the saves are listed, though, that doesn't seem to be the case.
These may be two separate issues. Regardless …
Looks related to your Menus in some way. How many are being shown at the time the spikes show up?
Does this occur if you temporarily swap your Menu Manager asset file to Default_MenuManager?
To prevent Menus from inadvertently taking control from scene input, it's necessary to use the Engine: Manage systems Action to allow for direct-controlled Menus during gameplay.
The only way you could ensure type safety in that scenario would be to use custom Actions that reference the type explicitly.
That said, the alternative to using variables/enums for a skill system - if you wanted to use AC for it - would be to rely…
You're correct on all fronts: OnDownload should be called, and that is the correct fix.
I'll apply this change to the next update, thanks for the breakdown.
If you're using the provided save-file handlers, AC will base its save game files on the project name along with the "Save filename" you set at the top of the Settings Manager. New builds of the same project where this data is unchanged s…
The Detector and its "Is Trigger" Collider needs to be on a child object, so that it can be expanded to surround the Player, or be in front of them.
At the moment, it can only detect objects in the same space as the Player. The Hotspot g…