If it's happening with all images you put in, then there must be something wrong with the setup of the linked image object of your Subtitles UI, is there maybe alphatransparency enabled in it's properties (click on color)?
Because if you put your P…
Did you optimize your Game in any way, or give settings to adjust the Graphics?
Is your Game using high quality Art Assets and Graphics, with the Settings cranked up?
Because that will for sure have a high utilization.
Unity doesn't do that autom…
Did by chance the Mouse Button Interaction somehow get screwed up/replaced in the Input Settings?
Maybe i'm overlooking something. Hope you can get it figured out.
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I did it in a completely new empty Project, too.
* Imported the newest AC-Versi…
I've set it up again and i can't recreate the issue that you have.
https://streamable.com/bp2t5u
I have the FPS Player and if i set it up like this it does work how you intended, mouseclicks don't activate the hotspot, only "e" does, and…
Could you try this:
I think you could get the wanted behaviour by unchecking "Mouse clicks have default functionality?" in AC Editor -> Settings -> Interface Settings, one under "Input Method:".
And then you go into your P…
What do you want to happen exactly?
If you set your Footsteps in an action, and not set them to different ones elsewhere, then they stay that way.
That's how it should work, you have to change them if you want different sounds.
You'll have to do t…
@ChrisIceBox I used this to disable the ability to open a Menu, that opens manually with a specified Button from the Input Manager, and activate/deactivate it through Triggers that use that action.
I thought it would work the same, sorry if that wa…
You can use active inputs for that, and disable/enable it with Action "Input: Toggle Active".
Window: AC -> Editors -> Active Inputs Editor. There you can set it up, and just leave it's availability on normal. Fill in the rest, how …
What's different in the other Scenes, that it works there?
Is it the same, when you put the MainCamera outside of the Prefab?
The AC MainCamera "takes over" whatever Player Camera you have, so you don't have to put it on to the Player.
C…
I hope i understood correctly, you are 99% there, and only have to set an option in the Button properties. There is an Option for Buttons to behave like that in the Menu Settings.
Go to AC Game Editor -> Menu -> Your Menu -> And select you…
There are 2 options that come to mind:
1. Is the Gizmo disabled, check the gizmos, top right editor window, make markers visible.
2. Probably this one: check the material in the inspector of the marker, was the material accidently changed?
…
Just set it in it's "Settings" -> "Hotspot Settings" has override options for offset etc.
Or you can place them individually, just click on the hotspot and add a "Centre-point override" in it's inspector component a…
I didn't quite get the "take this item" dialogue, but yes. One Actionlist to start that dialogue, and the second one on that Menu Setting: "action list when turn off", i don't know what you want it to do there.
If you have multip…
If i understand what you are trying to do correctly:
Wouldn't that be possible with the "Action List when turn off" option in the Container Menus Settings?
You could use a Check Item Action and then -> Play Dialogue.
You'd just check…
For now you can still use the old one and go to Window -> AI -> Navigation (Obsolete), if it's not there you have to import it from the Package Manager in the Unity Registry - AI Navigation Package.
You'll have to migrate eventually, so i'd j…
Don't do that manually, in AC Game Editor -> Save Game Settings, there is an option to Auto-add save components to GameObjects just use that, when wanting to add it to the whole scene, backup your project beforehand. That will add the remember Ho…
If you get stuck, add info about what is happening exactly, how your Project is setup (e.g. what kind of player you use) and what you want to happen in that situation instead.
Maybe that could help with figuring out what the best way for you would …