If you find unable to move/interact in a scene, the first thing to check is that the game isn't in "Cutscene" mode, as caused by an ActionList that's set to Block Gameplay. This may be the case given your OnStart cutscene, that displays a…
The "Slow movement near walls" option is unrelated. The auto-stick option will snap the Player to the NavMesh each frame, causing slowdown if your input direction is outward from it.
If you disable the option and use colliders, you'll be…
Welcome to the community, @LF3D.
Thanks for the details. I suspect this is a case of the Hotspot and Arrow Prompt overlapping.
While testing based on your details, I have found that if the two overlap, then both will run when clicked.
What's you…
It's a Unity error, and seems to be related to a directory name, rather than an AC character.
Does your project have any subfolders with special characters in their name?
In recent versions, it's a case of checking Use TMPro components? in the Menu's properties.
Pre-v1.80, however, you need to manually add "TextMeshProIsPresent" as a Scripting Define Symbol.
AC has a dedicated 2.5D mode for this combination of graphics. A tutorial on its usage can be found here.
Note, though, that this mode uses fixed backgrounds that are linked to the camera, so it does not support scrolling.
If you need scrolling b…
A 2.5D camera is tied to its background image, and is fixed in position.
Instead, use two separate 2D or 3D cameras and switch between them with a Trigger that detects the Player's position.
Is there a pattern to when it shows up vs doesn't? If you move the Hotspot down towards the bottom of the screen, does it still become un-seletable in the same spot?
To check if it is being caused by a Menu, go to the top of your Menu Manager and …
I believe this issue was fixed in v1.79.3. If you want to avoid updating, you may find you can just replace the contents of ActionVarCopy with this script as a local fix.
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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…