Can't tell if this is a Unity issue or an AC one. How are you transitioning your Menu? If using a Canvas Group Fade, try setting it to None.
If all else fails, copy over the Subtitles Menu from the Demo_MenuManager asset and switch the Source to …
Thanks both. I'm trying to work out how this wikia system actually works, so I've been working on categorising @Alverik's added content into sub-pages. I've reduced this to just General and Integrations for now, but more categories can be added wh…
You'll want to start by creating an Interaction Menu with a Position type of Appear At Cursor Then Freeze. This will allow the cursor to move over your Interaction icons without them changing position themselves.
The Horizontal/Vertical options fo…
Nice idea @GallopingDino, though without being able to set the values of other parameter types I feel it would be too limiting for an official inclusion.
If an ActionList makes use of an Asset File for its Actions, and that Asset File contains para…
You're intending for this graphic to show when hovering over the item, or when it's selected?
Currently AC won't change the "hover" graphic in a UI. This may be something I can address, or it may require a custom script - basically a scr…
Shouldn't be impossible, though you'll need to carefully read all of the "Upgrade notes" sections in the Changelog file from v1.39c to v1.53.
After the upgrade, have you reverted your Manager asset files back to your own, rather than the …
They can't be linked directly - AC's Cycle element is a specific type of Button that causes the same element to change. Instead, you'll want to create a separate AC Button element for each UI Dropdown element.
It's a simple change, you can make it yourself. Open up MainCamera, and replace:
if (KickStarter.stateHandler.gameState == GameState.Normal && KickStarter.settingsManager.movementMethod == MovementMethod.Direct && KickStarter.setti…
See the last paragraph of the Manual section I mentioned. If you're running chains of Actions in parallel, their order is very important - as each chain is skipped in full before the next. What could be happening is that it runs the wrong chain fi…
I would rather fix any outlying issues with it. Which versions of Unity and AC?
If it's activating in the Hierarchy, is there any other component or child object that isn't showing? Once dialogue begins, try pausing the game and attempt to manual…
An unfortunate issue with Unity. You could try moving the sprite to the first level of the hierearchy, assigning the Action, and then moving it back to where it should. The Action only cares about the number - not it's location.
First of all, be sure to have a look over Section 5.5 of the Manual, as it covers some important info about skipping Cutscenes.
Does this issue occur when the "root" Cutscene is run, or the nested? When a nested Cutscene is skipped, inte…
First issue
You can use the Menu: Change state Action to turn on/off another Menu. If you place that Action in an ActionList asset or Cutscene, you can run it by calling its Interact function.
However, you could also integrate your Unity UI Menu w…
Unity NavMeshes
You don't want your NavMesh to cover areas the player shouldn't be able to move along. You should be able to configure the shape by tweaking the settings in the Navigation window, but this is more of a Unity issue than an AC one.
A…
Yes, that'll be it. The background image is actually drawn in Unity's GUI code, which means it's not physically present in the scene - and hence won't be included in camera filter calculations.
This is done out of convenience - as it basically all…
If a Constant ID number exists in a prefab, and you drag that object into an Action field, then the Action will record that ID number - this allows Actions to find objects that leave/enter the scene.
An Action field will show the referenced object'…
I agree wholeheartedly! Sharing info about how to use AC was really what the "Extending the editor" forum category was for, but that's more limited to custom features than general advice.
If a wiki can be started that contains accurate a…