I've answered questions 1) and 2) in your separate threads, but the currently-selected Inventory Item can be displayed in a separate InventoryBox element that has an Inventory box type of Display Selected.
Inventory boxes should still work whether they pause the game or not. When you say "don't update", what specifically isn't happening? Try switching your Menu's Source back to Adventure Creator temporarily - it's always best to get the be…
An item's property can be retreived with the GetProperty function:
AC.InvItem myItem = AC.KickStarter.runtimeInventory.GetItem (3); // The item with ID = 3
InvVar myProperty = myItem.GetProperty (2); // The property with ID = 2;
string valueAsText …
You're welcome. I don't quite know what you mean by Interaction.Interact, but the "Highlight On" shouldn't run once the Hotspot's Interaction itself is triggered - so you can do whatever undoes the effect (e.g. stop the animation) at the …
A player character is not required.
Papers Please involves dragging 2D elements around, which cannot be done in AC. 2D interactions in AC are limited to single-clicking (see the 2D Demo). 3D interactions, however, can involve the physical manipul…
2) 5 or 6 sounds right to me - the whole point of 2.5D mode is to allow multiple cameras/backgrounds in one scene, and the performance from each camera is minimal. Only polycount / navmesh size is the performance decider - which is true of any scen…
1) This is a general Unity question, not specific to AC. You may be better off asking on the Unity forums for this one.
2) Could you reword that? I don't understand this question.
3) Is the animation set to loop? It may be that Unity requires a f…
The visual effect of the Highlight script can be disabled by unchecking Auto-brighten materials? in its Inspector. That will cause it to perform the necessary calculations, but leave it to a custom script to make use of them. You can either read t…
After changing the visibility of an element manually, you also need to update the Menu's internal record of visible elements:
AC.KickStarter.playerMenus.RecalculateAll ();
Alternatively, you can do this with an ActionList asset, and run the asset …
Sounds like a good method to me. You could also move the Actions that check the variable and act accordingly to an ActionList asset so that you can recycle it whenever needed. Have a look at parameters as well, but I'd recommend getting one scene …
If you want the player to manipulate objects while the cameras are switched, then yes: you will need to change the Movement method.
AC GameCameras are always disabled - instead, the MainCamera adopts the position/rotation/FOV etc of whichever the &…
Thank you for the clarity and detail - however, I'm a little hesitant. For AC to remain user-friendly, it's important to keep the Editors as clutter-free as possible, and the complexity in assigning the various sound types to an element would outwe…
Sorry to hear that. Is there any difference at all between the two machines that you're using?
Playing an ActionList shouldn't affect anything, as any changes made to it are reverted once the game itself ends. Any pattern/detail at all you can pr…