Is that the plane, or the shadow it casts? Does it go away if you disable the Mesh Renderer component at runtime?
You may need a new shader - the one provided is just an example. Actually, Unity now lets you set a Mesh Renderer's Cast Shadows fie…
So the "hardcoded" scores are in Actions rather than other variables? About the labels, I meant where/how are you displaying them? As Variable tokens?
About custom code, as this isn't specifically adventure-related I would recommend ask…
I checked section 6.2 of the manual to see how to combine inventory items. So I have to set the Inventory interactions as 'Multiple' for this to work?
No. There's a two-line break after the section on "Multiple" mode where the words appl…
Check that your SFX volume is turned up, and that you've set a Position in the Action's UI. If no Position is set, it'll be played at the origin (0,0,0), and may not be audible if the camera is too far away.
And what is on line 56? Presumably:
AC.InvItem myItem = AC.KickStarter.runtimeInventory.SelectedItem;
If so, you'll get a NullReferenceException error if the Action runs when no item is currently selected. A null check can evade the error after…
@Rairun: And the camera has a ConstantID component? Does it not start at the correct place or just not move afterwards?
I can't recreate - please post a new thread in Technical Q&A with more details: including the Unity version, platform, and …
Could you share some screenshots to illustrate the problem? It's difficult to visualise.
I'd have thought, though, that you'd need to place a graphic (be it sprite or mesh) on top of the Video Player instead. Masking isn't supported for Video Pla…
This is to what, arrange variables in order?
I don't know what your current arrangement looks like, but you could simplify things by using ActionList parameters to set the Variables being checked dynamically.
However, I'd recommend custom scriptin…
Only for every scene - and you could attach it you e.g. your Player to have it survive scene changes.
I'll look into adding this as an additional option in the upcoming v1.59a release, however.
In what version of AC?
Buttons with a Click type of Offset Element Slot will still work with InventoryBox elements with a Slot orientation of Vertical. If you're having trouble with it, please post screenshots of the Menu / Element properties invo…
The Subtitles Menu's Position type is set to Above Speaking Character.
This is also true for the 2D Demo - if you assign the Demo2D_MenuManager asset file you can see how it's done / copy it into your own.
No, your code and mine are equivalent.
The Run function returns a float. If the Action runs instantly, you need to end it with:
return 0f;
See the provided ActionTemplate file, which has comments that explain how each function should be used whe…
It's possible to change, but I'd still like a link to that forum post, please.
How about an option so that you can choose a y-axis only rotation vs a full copy?
Welcome to the community, @barbara.
You can't do it through the Menu Manager, but it is possible to run an ActionList / any code when the mouse hovers over an element by using custom events.
Specifically, you want the OnMouseOverMenu event (see th…
Yes - when defining options in the Conversation Inspector, you can limit them to only show when a particular item is carried. This is covered in the updated Manual - see Section 5.8.
That's the default behaviour, to prevent players accidentally triggering Hotspots if they don't know where they are.
You can disable this by unchecking Activate Hotspots with double-tap? in the Settings Manager. This is covered in the Manual - see…
Oh, sorry - misread that part.
The InvVar class is a subclass of GVar, which is the base class for all variables (global and local). The front page doesn't describe that, but you can search for InvVar at the top.
It's value is stored in it's val i…