Right. Sorry! I was having a brain-fart.
So, the function is used to detect if a certain button is pressed - and the btnPressed parameter is merely used to determine which button is being checked. But since the function itself is used to determi…
Something like that goes way beyond the scope of what the journal system is designed for, which is essentially just text arrays.
What the above would require would be a series of elements, necessary for the control over the layout that such a desig…
Sorry for the trouble. ActionList assets and scene-based ActionLists share the same code, so that won't make a difference.
It shouldn't be that updating affects your Actions, however.* What previous AC version were you upgrading from?
* What Unity…
@mariuz: This particular update doesn't relate to VR, but the provided World Space Cursor Example script allows for a 3D, VR-compatible cursor. More on this can be found in the "Working with VR" chapter of the Manual.
Any Menu can be lin…
And the changelog:
Upgrade notes* The "Require double-click to move?" toggle has been replaced with a "Double-click movement" popup field to allow for more options
* The OnInventoryCombine custom event is now called if an item i…
BtnPressed = 0 / 1 is checked for every frame as you say - but it's only if the return value is True that it makes any difference. That the function is being called repeatedly is not important, only the result it returns.
I don't feel like I have …
In which AC/Unity versions?
This is possible if your Menus are rendered with Unity UI. The default Menus can be linked to their default UI counterparts by changing their Source fields to Unity Ui Prefab, and custom Menus can be linked to Unity UI …
And what of the menu's position in the scene itself?
The InGame menu doesn't appear because your InScene UI is set to Pause the game, and InGame displays during gameplay.
When the game is paused, the game scene is non-interactive and only the paus…
Thanks for the report, I'll look into it. At what point exactly are you calling this Action?
Be aware that if you want certain variables to be stored indepently of save games, and have them load automatically when the game begins, you can link the…
Sure - but you're playing "KevinWalk" (no _1 etc) immediately after setting him on the path:
https://www.dropbox.com/s/rbam9gq7fsbygnk/OnStart%20Cutscene.png?dl=0
You can leverage Unity's new Video Player component for this - you can use it in AC by using the Engine: Play movie clip Action and setting the Play clip field to Video Player.
Descriptions of all available Actions can be found in the Manual, under…
Recreated. This is due to the ordering of Menus as listed in the Menu Manager. It's not a bug as such, but it is my fault for not covering it in the Manual.
The ordering of Menus has an impact on a few things, such as display order when drawn wit…
That's the correct way to block using the override.
Generally, you can have AC perform its default behaviour by returning the Unity Input function - as I showed above. As you're using coroutines and so on, though, I can't say for sure how appropri…
It's fine - I knew the raycast blocking was separate, that was just an aside.
I may have recreated the issue. If your Inventory menu doesn't pause the game, are you using the Engine: Manage systems Action to allow in-game control?
Regarding the n…
But why run it immediately after having him begin his path? Making him e.g. play animations / face objects while he's on the move would cause conflicts - unless you mean to have it run as a node cutscene like KevinWalk_1 etc?
In which versions of AC and Unity, and could you post some shots of the in-scene UI as well as the Menu Manager (including the options at the top)?
Is it possible that the in-scene UI is blocking clicks to others because of its boundary size / Canv…