In your description, you're looking to re-select A. That can be achieved just by unchecking Unhandled interactions deselect active item? in the Settings Manager, under Inventory settings.
If you wanted to select B instead, you can use the OnInvent…
I'm afraid I'm really not sure which menu is which, here, or what it is you're fundamentally you're trying to achieve. I feel you've skipped over those details too briefly for me to understand. Please try to explain more clearly the basics of the …
Have you assigned the Player prefab in your Settings Manager, and the Hotspot Detector child field in the Player's Inspector? If so, please post shots of the Player and Hotspot Detector Inspectors so that we can see what's going on.
Is this the default Inventory Menu / UI Prefab? Please post a shot of the Menus' properties from the Manager. The Menu Manager also has a Disable mouse when keyboard-controlling Unity UI Menus? option - what's the state of that?
When and how exac…
In an AC Menu? It ought to cycle back to zero if you keep increasing it, but the direct-controlling of AC Menus is pretty basic. For the kind of control you're after, switch the Menu to Unity UI.
Just bear in mind that you'll have to define a fir…
The latest release, v1.59f is only available for Unity 2017.1 - as it fixes a bug only present in 2017+. No need to download it if you are using an earlier Unity version.
Version 1.59f* Fixed: Critical bug that caused New Game Wizard to fail in Un…
The "labels" of a popup variable can't be saved. They're not designed to be changed at runtime, and are there more for reference / in-game display.
If you want total control over the storage of information in a variable, use a String. T…
AC checks a given Menu against the current gameState (Paused, Conversation, Normal, etc) to see if it's appropriate to allow direct-control.
However, if the Input method is set to Keyboard And Controller, then an additional option to allow in-game …
Welcome to the community, @FrikkR.
1. Tint Maps offer a fairly basic effect with the benefit of being simple to use. It should be noted, though, that AC is not a "visual" asset, in that aside from simple things like full-sprite tinting i…
It's possible to control which menu is active through script:
AC.PlayerMenus.GetMenuWithName ("Conversation").isLocked = true;
It's the same principle as using the Menu: Change state Action, but you can use this to create a function that…
No, don't worry - I'll add it in. There's an existing "Require double-click to move" toggle option, but I'll replace it with a popup to allow for both options.
When you first mentioned "survival game" I pictured the enemies / shooting mechanics you envisage, so my initial point still stands - AC isn't intended for combatative games.
If encounters are heavily controlled (i.e. reduced to tightly-s…
Please provide more details when asking questions - in this case, a shot of the Menu's full list of properties in the Menu Manager, the UI's Canvas, and one of the UI in the scene for context.
How a Menu is positioned is dependent upon its Position…
Be mindful to always read the "Upgrade notes" section of the included Changelog text file, which covers any changes made that may impact your game. Generally these are API changes (which affect custom scripts) or automatic field value cha…
No, that should work. What version of Unity are you using, and are you using any input-overriding scripts in the scene (including the example)?
When using Keyboard And Controller input, the cursor is not tied to the mouse but is instead simulated.…