Where, in the GraphicOptionsUI prefab? It's named tglFullScreen.
The label that sits beisde it should be a child of this object.
The Toggle component in the UI prefab is not linked to an AC element in the Menu Manager - the behaviour is controlle…
What's your AC version? There were some minor fixes made related to the display of save-games in v1.83, but it does sound like your particular issue is outside of AC itself.
Your script references the variable as an Integer - but you've created a Bool in your Variables Manager.
You can use this instead in your Action:
bool isFullScreen = GlobalVariables.GetBooleanValue (9);
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IIRC you can configure this in Unit…
If the character is moving to the right, she will turn to the right as well. The intent behind the animation swap is to play an animation that makes her appear to face left - despite her technically facing right. If you snap her to face right befo…
It's coming from your OnMouseOverMenu event - which presumably is correct, if you're unlocking it when hovering over the Inventory menu.
What you need to ensure is that your Menu locks again when you hover over a Hotspot. Do you have a similar eve…
Not really, it's quite simple to change back if you find yourself wanting/needing to revert to the old Input Manager.
AC has an integration package you'll need to use over on the Downloads page. It gives you a few default inputs that you can then …
The console log is only showing "locked" - not the actual locked state as my suggested log should show. If that's the same menu, it's becoming unlocked and showing over Hotspots. You'll need to amend the log to have it report when the Me…
You can check Directly-navigate Menus during Conversations? at the top of the Menu Manager to select options with axes named Horizontal and Vertical. The Manual's "Navigating menus directly" chapter covers this topic in more detail.
If y…
Are there any Actions that affect the character's animation running beforehand, not shown in the screenshots? Try using the Character: Animate Action's Reset To Idle method to ensure they aren't in a custom state.
In this situation, the character …
Either can be used - but the Idle -> Walk transition is based on the Move Speed. You'll need to create transitions that cause the character to play the correct directional walking animation when they move.
In what way does it not work, exactly? The code looks fine.
What are the properties of the Timer, and are you looking to use the absolute time value, or a normalised one (ie from 0 to 1)? If the latter, you can use timer.Progress instead of timer…
From the naming convention, Nora_Backward_L should animate the character facing right, while they move left in screen-space. Is this the case?
What animation plays in the Animator during the movement Action, and what are your AC/Unity versions?
What's the context? Are you looking to have a coroutine run while the game is paused? That should be possible with the use of WaitForSecondsRealitime.
By Interaction, do you mean ActionList? Multiple can be running at once, you can access them w…
Which CursorUI prefab are you using? The default, or the "Animated Cursor" template listed in the New Game Wizard?
It sounds like a case of the prefab's Animator not having its Update Mode set to Unscaled Time.
AC needs to be in control of the scene loading - it's best to have the Play mode conditions be the same as those in a Build.
If you wanted to get something quickly together just for testing purposes, you can have a simple script attached to OnStart…
It's a mix of lots of things - experience / preference with other assets, but it mainly comes down to the needs of your game. I'd say when it comes to other assets, it's more a case of "you'll know if you need it".
It's easy to get overwh…
I'll need to see the Actions involved, and what's present in your animator. You'll need to remove "_L" from the Action, however.
Keep the naming convention in the Animator as you'd expect, Nora_Backward_L.