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The Menu: Change state Action can be used to turn on a Menu, provided that Menu's Appear type is set to Manual.
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Go to the Inventory Manager's Properties tab and create a new String property named Description. You can then enter in …
SettingsManager doesn't need to be in Resources - only the References file, which should have the Managers assigned in its Inspector.
There shouldn't be an issue retrieving Resources on Xbox, but it is possible to assign the References asset manual…
You can have multiple objects in the scene that use the same Animator, but if they're linked to the same variables then they'll all react the same way. You can link to Component variables, however, so that each character has unique variable(s).
I …
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From use of the "Animated cursor" template, or a custom UI cursor?
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Is the Inventory menu on at the time?
Rely on Unity UI for your Inventory menu, and attach an Animator to each of the slot buttons in the prefab's Hierarc…
Welcome to the community, @bonc2games.
This issue is most commonly caused by the character's Animator component having Apply Root Motion checked, which tells AC that the animation will handle movement - not AC.
If that's unchecked, check that they…
You might get by just attaching a child object to the Player character (kept in the scene), moving it to the right, and then having the camera follow this object instead of the Player's root. So long as Turn root object in 3D? on the Player is unch…
Inventory items themselves are just data - if you're looking to affect an object within the scene, you'll need to create a connection between that object and the item. Scripting may be necessary depending on your need.
What's the specific context …
Works for me on my end.
There's no need for a 2nd event, though. Also, put:
shouldTurnOff = false;
in StopFlashing to prevent spamming the UnregisterCustomMenu method.
Does the Console report the Menus registering / unregistering?
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The intent behind the script is to ensure that the text displayed is unaffected by AC's regular speech text. With it, you should not need any Label linked in the Menu - it will read the speech text from the script only.
What are your Debug…
You can define an "Inventory/Add" event in the Events Editor to run custom logic when the Player recieves an item.
What logic exactly you run will depend on the animation effect you're looking for. A tutorial on creating a "new item…
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PM me the modified scene that has your own GameEngine, and I'll take a look.
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That's as I did it, but could not recreate. This is with a Conversation automatically assigned?
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That may be the issue. Does it work if you add this to the start of Update?
Menu menu = KickStarter.playerMenus.GetMenuWithCanvas (GetComponentInParent<Canvas> ());activeSpeech = menu.speech;
Alternatively, does it work if you map t…
Do the variables take the expected values when adjusting the sliders?
Open up the Save File Manager via the top of the Settings Manager. Are the audio volumes there set correctly?
Rather than linking your Sliders to variables, does it work if you…
Does the Debug.Log inside the final Update block (which runs when Submit is pressed) appear, or is it a case of inputCooldown being positive?
If other Menus are open, do they pause the game? If you want the cooldown to work while pause, use Time.u…
The Character: Animate Action can be used to animate a character - but the exact method involved depends on their "Animation engine".
The use of Timeline, to animate both the camera, and the character, is also potentially an option.