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If you opt to use OptionsFileHandler_SystemFile as we discussed in your other thread, then yes - it'll be its own file in the same place as save-games.
Configuring the Chat Log is a case of editing the ChatLogUI file that the Template places in your game folder's "Chat Log" subfolder after installation.
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In the Chat Log component, uncheck Visible By Default, and then run the packa…
Yes, the "Save/Load/After" event can be used to run logic whenever loading a save-file.
I would, however, recommend using Options-linked variables for this data - i.e. if it's the full game, and the unlocked state of the various achieveme…
What are your AC/Unity versions, do any other Hotspots have this issue, and does it vary with the camera position?
Check that there are no invisible Menus open, or Colliders in the scene, that overlap the same area - this issue usually occurs becau…
Welcome to the community, @Schlee.
The issue is that your "Pathfinding method" is set to "Unity Navigation" - which relies on Unity's built-in 3D Navigation tools, and doesn't rely on a separate NavMesh object like 2D does.
If …
If you use AC's Sound component to play sounds, available from the Logic panel in the Scene Manager, then you can check "Play while game paused?".
If you're using AudioSource without AC's involvement, you need to attach a script to them:
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Which sounds specifically are being paused?
Music and Ambience tracks have a "Can play while paused?" option in their Storage windows, while Sound components have their own "Play while game paused?" option in their Inspectors.
Perfectly clear, thanks for the details. Recreated.
What's your AC version?
If you open up AC's PlayerInteraction script, look for the following around line 585:
KickStarter.playerMenus.EnableInteractionMenus(hotspot);
Immediately above it, cop…
Replace that line with this:
if (KickStarter.playerInteraction && KickStarter.playerInteraction.InPreInteractionCutscene) return GameState.Cutscene;
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Likely Continuous combined with "Interrupt self?" are causing issue - s…
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They also include timestamp data. If your save labels embed the time or date that the save was created, then they'll revert back to the current time without the Options data.
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Place this in your game's first scene:
using UnityEngin…
Recreated. I have updated the package with a fix, as well as converted it to a Template.
Note that the Scene Exit component now replaces the PlayerStart component - you don't need both attached to an exit.
It does look like the use of Triggers is the root cause, though this shouldn't result in such an error.
The original NRE error can be fixed by opening the StateHandler script and finding the gameState property block around lines 549-577, then repla…
Without synced options data, you won't have correct save labels (they'll revert back to their default values), nor be able to switch Profile if you've enabled this setting. But for the default Profile, yes, you should still be able to access the ra…
Possibly. The code for determining if a PlayerStart is the correct one to use is handled within its own MatchesPreviousScene function. I'll give it some thought, thanks for the breakdown.