The function exists because the Action previously did not allow subsequent Actions to run after it - when the feature was added, the Upgrade() function was written to add this functionality to existing Actions without changing its behaviour without …
Line 1405, for me, reads:
if (interactionIndex >= KickStarter.runtimeInventory.hoverItem.interactions.Count && KickStarter.runtimeInventory.matchingInvInteractions.Count > 0)
Try changing it to this:
if (KickStarter.runtimeInventory…
Is this limited to just OUYA? Without knowing your Settings Manager options referenced by the PlayerInteraction.GetActiveInvButtonID function I won't know where the problem lies.
That's only likely going to have an effect if the Cutscene itself is quite old. I too would like to track down the source, but if it's now behaving I don't think we'll be able to recreate the issue. Let me know if this pops up again.
Does this occur with new saves or only pre-existing ones?
I haven't seen this before and don't have the set-up to test it myself. The best way to debug this will likely be to crach open SaveSystem.cs, find the LoadSaveGame function (around 582) an…
If you lock a Menu, it will never be turned on regardless of it's Appear type setting. You can lock a Menu either by using the Menu: Change state Action or by directly manipulating it's isLocked variable. You can access a Menu through script with …
Until Unity 5.4 is officially released, I can't guarantee AC's full compatibility with it. Does this occur with 5.3.x as well?
In what way does the character disappear? Is it teleported somewhere out of sight or literally made invisible? What is…
Other than amending AC's FirstPersonCamera script? It's possible to rely on your own asset to you control your player if you'd rather use it in place of AC's own options. See the included UFPSIntegration.cs script to see how a script, when added o…
By settings, you mean the Managers? Are you editing any of AC's original Manager asset files? You should only ever amend your own, which the New Game Wizard will generate for you.
Your Managers may reset back to the Demo_ counterparts after an up…
OnMenuElementClick will always be null because you haven't defined it - it's an event that you can use to run your own code when elements are clicked, and doesn't affect how menus behave.
You can see from MenuInteraction.cs that the ProcessClick fu…
Not having any luck reproducing this. What are your various Scene loading settings in the Settings Manager?
One thing to try (if you're up for some debugging) is to open MainCamera.cs and find the FadeIn function (should be around line 953 in the …
In the Settings Manager, change Select Interactions by to Clicking Menu. Your current interface expects the player to click on the Hotspot, so clicking the Interactions normally should have no effect.