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:
…
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.
By default, save-game files are stored in Application.persistentDataPath - a Unity property that changes based on platform.
Details of where each platform stores this can be found here:
https://docs.unity3d.com/6000.1/Documentation/ScriptReference…
The Button itself would need to run an ActionList asset, but that asset can contain a single ActionList: Run Action that runs a cutscene within the currently-open scene.
When asset-based Actions reference a scene object, they'll do so via Constant …
Have a look at the "UI template: Chat log" package - also on the Downloads page. It can be customised further via Inspectors or custom scripting, but it sounds similar to what you're describing.
I'm afraid the behaviour is built-in to Untiy itself.
However, be aware that if your variable name includes a forward slash (/), then this will be used to place them in "sub-folders" in such menus.
Eg:
* Act 1/Variable A
* Act 1/Variabl…
That would be one way to do it, yes.
Is the mustache its own sprite, or is each frame of the character a single sprite?
If your character relies on Sprites Unity for their animation, you can also add an alternative set of standard animations (e.g.…