Indeed, the Menu system can aid in this. If a Menu's Appear type is set to Manual, then you can use the Menu: Change state Action to turn it on and off in ActionLists.
The Engine: Manage systems Action can be used to disable Interactions (i.e. Hot…
The Right-to-left property is a per-language property, which is generated in the Speech Manager as a translation of your game's text. Text is gathered up by clicking "Gather text" in the Speech Manager - see this tutorial.
While you can'…
Welcome to the community, @n8lgrand.
Well, not really. The purpose of the container is to have an inventory that is scene-dependent, as opposed to the regular inventory which isn't.
If you can give more detail about what it is you're trying to ac…
An ActionList won't run unless it is told to.
If you want something to run when the scene begin, you can assign it as your "On start Cutscene" in your Scene Manager. This is for Cutscenes only, however, not ActionList components attached…
That should be given the attention, then, as UI-controlling should be working.
Is the Menu set to pause the game when enabled? If not, you'll need to use the Engine: Manage systems Action to allow keyboard-navigation. By default, It's not enabled…
As a fan of that game, I'm familiar with the mechanic you're describing - however I'm afraid that's beyond the scope of AC's PickUp system.
If you want to try doing it with AC in combination with FinalIK and some custom scripting, I'd instead recom…
The Default Camera, like the Default NavMesh, is assigned in the Scene Manager's Scene settings panel - you can see it two fields below the Default NavMesh field in your first image.
If your Conversation Menu is linked to Unity UI, you can re-style it however you like.
As you haven't explained it too well, I can only guess, but I imagine you want to be able to navigate between the options by navigating the options themselves in…
Welcome to the community, @Joemcr.
I would recommend using a simple Menu that's linked to Unity UI, and given an Appear type of Manual so that you can control when it is displayed with the Menu: Change state Action. A tutorial on linking Unity UI …
The keyboard/controller navigation for AC-sourced Menus is admittedly very basic. I can see about adding some tweaking options to the Menu's properties, but it's recommended to instead rely on Unity UI - which gives you full control over how Menus …
Welcome to the community, @dub9t5.
You'll have to show more shots of the character's Inspector and children to be certain, but it looks as though the character's sprite child is either not assigned in the Player Inspector, or doesn't have a local p…
Welcome to the community, @lahcen, and thanks for the contribution!
What are you referring to by the "little save box"? So far as I can test there is no issue with the NavMesh hole feature, so I'm curious what was going on in your scene …
The animation engine itself shouldn't be a restriction, however you do need to ensure that the Sorting Map has full control over its own scale. If your animations are also affecting the scale, you will need to make your Animator / rig etc is a chil…
Welcome to the forum, @Mutajon.
Indeed it does - each translation has a "Reads right-to-left" property that, when checked, causes the following:
- Input boxes add new letters on the left side
- Hotspot strings (e.g. "Use X on Y"…