Confirmed.
I put the previously removed code block back into line 263 and unchecked the option you just mentioned.
There Xcode warnings are gone, too. Thanks, Chris!
And yes, removing the Touchscreen portion …
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… from the code in line 263 indeed both stops the AC settings manager from changing the input method to "Mouse and Keyboard" in the editor's Play Mode and removes the behavior/error in X…
These errors occur after exporting the iOS build from Unity, opening it in Xcode 26.5 (and either removing MacOS and visionOS from the "supported destinations" or not – makes no difference), so yes: it is a native build.
But there is anot…
By deleting everything related to the input system and reinstalling it, I got rid of the error … but only in the editor.
When running the game build in Xcode (iOS), AC still does produce messages en masse (and in loop, obviously on update):
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My mistake, sorry for bothering you – I found it. It was a "wait until finished" box of an object:translate action that I seem to have unchecked accidentally during the last nocturnal session. So actually the ActionList was in fact blockin…
This did the trick, Chris - thank you!
May I suggest to add this change to the next release? As a matter of fact, AC seems to support tvOS pretty well so far … ;-)
But I am curios: does the "Variable: Check Random Number" action work differently compared to "Variable: Set / Set as Random"? The results it creates seem actually to be evenly distributed …
OK, this is for real.
I wrote another actionlist which simply
* sets a Popup Var to a random value between 0 and 19
* then increases a corresponding Counter (Int Var) by 1
* and loops.
The result can be seen here.
Yes, exactly, I have custom scripts attached to a game object.
These custom scripts handle declaration, setting and resetting of a bunch of global AC Vars, as well as declarations of some AC ActionLists that I use to handle the IAP processes visual…
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No, I took the same approach as you (no Unity UI, but graphics with hotspots) as my IAP is sort of a vending machine section of the main puzzle machine. From your description, I‘d say we both use the same setup.
And I chose the „Object: Cal…
Yes, I did, for my game „Strømhåll: Onyon (TOE-Edition)“ —> https://apple.co/31lH9pd
It has been entirely programmed with AC, but for the InApp-Purchase management I also made use of the Easy IAP - Plugin from Gley (or rather their entire mobile…
Just to make sure, though:
When a HotSpot is limited to a camera, this works differently, doesn't it? This will not override it's state (enabled or disabled), correct?
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I wasn't aware of that; I thought "Limit Visibility" was a general sort of permission for a GO to get rendered when a camera is active, but not an order.
Teleporting objects is something I'd rather like to avoid in my case, becaus…
Unfortunately I cannot get this to work with the option "Copied from Global Variable".
The problem is that "Copied from Global Variable" doesn't copy … I suspect it doesn't do anything in fact.
* If I do a first run with "…