Welcome to the community, @Neurosaur.
1) No - CS mode works on the basis that each Hotspot only has one possible "Use" interaction at a time. This allows for a more streamlined interface if you don't want players to have to decide in wha…
You don't need to disable the Trigger through code - use the Object: Send message Action at the start of the ActionList to send the message "Turn Off" to itself.
The Trigger12 Action should have the same "return 0f;" change made…
Is the Inventory menu set to appear when hovering over with the mouse?
You could give it an ActionList when turn on asset file that uses the Menu: Change state Action to lock the Hotspot menu, preventing it from showing. And vice-versa when turnin…
Such as?
To have something occur while a Menu fades out, you can use either the Menu's ActionList when turn off asset file, or hook into the OnMenuTurnOff event - see this tutorial.
Are there two players in the scene when it occurs? AC should detect if a player is in the Hierarchy before the game begins, and skip spawning the prefab in the Settings Manager if so.
If the Trigger is set to detect the Player, it may be running r…
I'll answer these in order of complication:
1) Rich text should be fine so long as you stick to Unity's own markup.
3) The Journal type property in the Journal element can be set to Display Existing Journal, which allows you to have it reference a…
Is your inventory displayed with AC or Unity UI? It may be that it is not being displayed, rather than not present.
It could well be down to the DS Action - if it were somehow removing the item some time after its initially called, then having it …
Replace all of the Run function's code beneath the MainCamera line with:
return 0f;
As the description in there explains, this is necessary for "instantaneous" Actions.
You will need to provide more detail than it just not working. Did…
In what versions of AC and Unity?
What is the state of your Player's Move with Rigidbody 2D? Inspector field?
I can only picture this happening if the Trigger's Collider component's Is Trigger field is unchecked - is that the case? It should be c…
Welcome to the community, @ElChacal.
A Menu's transition duration is determined by the Transition time (s) slider in its properties within the Menu Manager. To find it, click the "Menu" tab in the main AC Game Editor window, select the n…
I mean that if you switch to Unity UI for your Menu's display, then it will then be rendered with Unity's own Text component - which allows for much greater contol over the Menu's appearance.
This component has a "Line height" field which…
Not without code, but the code itself needn't be complex.
Once you've moved over to Sprites Unity Complex, you can re-wire your Animator so that a different "Phoneme" integer parameter causes a different talking frame to play while the ch…
Please use pasteall or something similar next time you post code! Images of partial code is not ideal.
Try also disabling the MainCamera at the same time that you enable the two GameCameras:
KickStarter.mainCamera.GetComponent <Camera>().ena…
Assuming you're using Adventure Creator as your Menu's Source, the Canvas and RectTransform fields will always return null - as they're linked to Unity UI (see their descriptions in the scripting guide).
GetRect should indeed return the boundary of…
Thank you, you're welcome.
The InGame menu disappears because its Appear type is set to During Gameplay.
A gameplay-blocking ActionList will count as an interruption of gameplay, even if it runs instantaneously. To get around that, you can do one…
That is indeed what it's for. Make sure that your Hotspot menu remains at the bottom of the Menu Manager stack, however, as that determines the drawing / processional order. Are you using the default Hotspot menu?
Also, temporarily assign a Backg…
I never have firm release dates, but I intend for it to be released this month.
The update will also include the ability to set a game's original language as RTL - note that if you only make use of RTL language(s), then you do not need to do any sc…
I'd say this is one for Unity UI. Unity's Text component can have inverted Line Spacing values, which cause overspilled text to go upward, instead of downward.
A simple custom script can amend this value based on the game's current language, which…