The 2D Demo does this, if I'm understanding you correctly. The Hotspot label should automatically update itself with the cursor icon name, provided you've checked Prefix cursor labels? in the Cursor Manager.
Otherwise, if you're using Unity UI, I …
Are you trying to enable a separate T-shirt sprite that appears over the player? If you're changing the character's clothes, the usual way is to create a new set of idle/walk/talk animations that have him wearing the new clothes, and replace them d…
You need to have it assigned in the Player inspector. You should see a "Hotspot detector child" field near the bottom - drag the child object into there, and save the prefab.
My best guess is that this is due to a change in Unity 5.3, and I believe this can be fixed by doing the following (with the latest AC installed to begin with):
1) Open ActionListEditorWindow.cs, and find line 2051 (just before the "if (isAsse…
Apologies - I should have remembered that linked UI elements have their "enabled" state set by AC. To get around that (as part of the test), you could duplicate the Menu's entry in the Menu Manager and remove the elements, so that only th…
As the "Focus On Transform" field is not part of an AC component, I can't speak for how it works. However, check that the slot references the player gamobject within the scene, not the prefab. If the player is not in the scene, you can dr…
Reducing the NavMesh search to zero will mean that clicks that aren't on the NavMesh won't cause the player to move. However, you may want clicks that are above the NavMesh to have an effect - in which case you should instead set the NavMesh search…
The message is informing you that your Player component must have a "Hotspot detector" assigned in their Inspector. This is a separate component that must be added on as a child object, along with a Collider + Rigidbody (if your root does…
Any problems if you temporarily switch this new Menu's Source to Adventure Creator?
When the game is running try disabling the child objects or base components to see if they have an effect. If you find that a particular object/component is causin…
Not fully sure I understand the question, but you can reduce how far mouse clicks off the NavMesh have an effect on movement with the NavMesh search % slider in the Settings Manager.
If you've changed the Menu's Appear type to e.g. Manual, then it ought to stay open until you turn it off, regardless of a scene change. I will be adding custom events for scene changes in the next update.
You can use the Menu: Check state Action …
The FootstepSounds component is intended to be more of an example script than anything, because it shows one possible way you can add footstep sounds. As such, it is commented throughout, and you can read how it works by opening the script file.
B…
Sorry to hear that @Teshla - I'm working with @Gog0 to try to solve this.
In what version of Unity did this occur? Is this in a Cutscene or an asset file? If you can provide an pre-broken ActionList, you can PM it to me for me to look at (everyth…
A menu element can be "clicked" through script by calling it's ProcessClick function. The first item in the inventory will be slot 0, unless you're shifting the elements. If you are (this is necessary when you have more items than the in…