While this isn't a forum for learning general coding, you're trying to manipulate an undefined variable.
However, if the script is attached to the same Hotspot you wish to affect, you can just use GetComponent:GetComponent ().SetName (name0001, -1);
I can certainly look into it. Specifically, you're talking about the Linked object buttons panel in the InventoryBox element's properties?
As for the linking: I agree that an automatic linking/creation of slot objects would be desirable, but too m…
You can lock all functionality of a Menu (including the operation that turns it on) completely by locking it. You can lock Menus with the Menu: Change state Action.
You can create ActionLists than lock and unlock your Pause Menu, and them assign t…
The runtimeInventory.selectedItem variable will always be set regardless of your control setup. However, once an Interaction runs, the item has been processed and it is set to null by the time the Actions run.
However, a custom script could read t…
I'm confused now. Your Sorting Map affects the Order In Layer, and not the Sorting Layer, but in your first post you described your NPCs sprites as changing their layer. When the game is paused, what is the precise difference with the bad sprites …
Is it the same portion of the screen that's taken up by the default InGame Menu? If it isn't showing, have you locked it or have you just cleared the graphics/text?
If you're experiencing a bug, then please post details in a new thread so that I can look to fix it.
When you Gather Text, Speech Actions in the scenes are updated with an internal ID number, but a record is also made within the Speech Manager itse…
The "enabled" state on Hotspots are for individual Interactions. The option to set the enabled state for the entire Hotspot is on the RememberHotspot component itself, and the same goes for the RememberTrigger. There you can set the star…
Can you control player direction, or are they just continue to move from previous keypresses?
It may be that you need to explicity tell the player to stop moving by calling the Character: Move along Path Action, checking Is Player? and setting the …
It sounds like a Unity error. Which version are you using? According to this post, reverting your window layout to the factory settings should fix it - but back up your project first.
Thanks for the detail, though what version of Unity are you using?
Have you tried pausing the game to confirm what you suspect, i.e. that each sprite is moved to a new layer on different frames? When Unity's Editor is paused, you can advance frame…
The gather text feature ensures that no two translateable pieces of text have the same internal ID number - so it needs to go through all scenes to be sure of this when assigning new IDs. However if a scene has been unedited since the last time thi…
The ordering is based on the Hotspot's interactions, as this allows for things like the enabling/disabling of individual interactions at runtime. I hope it isn't too much of an issue for you.
Thank you for the new screenshot - with the new line nu…
Generally the same method would apply - you could create a Menu with a Button that covers the whole "zoomed in item" so that you can run an ActionList (with dialogue etc) when clicked on
Parameters have come a long way since this thread …
Thanks for the report. I believe it has to do with the Interaction Menu's Position type setting. I shall look to issue a fix in the next release, v1.53 - in the meantime, you should be able to make do with setting the Position type temporarily to …