To turn on/off a Menu, you first need to access the class via it's name:
AC.Menu myMenu = AC.PlayerMenus.GetMenuWithName ("MyCoolMenu");
Then:
myMenu.TurnOn ();
myMenu.TurnOff ();
To run any ActionList:
myActionList.Interact ();
AC indeed requires that Clear flags is set to Depth when using 2.5D cameras. This is set on line 305 of MainCamera.cs (latest release). You could comment this line out to prevent this enforcement, but it may/may not continue to work as intended.
Version 1.51b:* Added: Ability to filter Menus by name in the Menu Manager
* Fixed: “Engine: Change scene setting” Action not assigning TintMap parameter correctly
* Fixed: “Sound: Play music” Action not always working if looping music is already pl…
You'll want to use a Local boolean variable. A Local variable will only live inside the scene, meaning you don't have it cluttering up your Variables Manager when you're editing another scene, and a boolean variable can have two values: True or Fal…
I'm sorry for your frustration. But if there was no NavMesh, the NPC wouldn't be able to navigate around obstacles - which would be especially important if your floor has a complex shape. This change was made in order to fix a navigation issue. N…
An easy way to check would be to take the MainCamera, make a new prefab out of it, drop it into a new scene and remove the MainCamera script - does it then work?
Not knowing what those image effects are, or in what way they aren't working I can't say either. You should upgrade anyway - though be sure to backup your project and read the upgrade notest from v1.50 and v1.51.
Please read the new forum rules before posting - there is not enough detail here to solve this issue. A simple test on my end with Tin Pot and an NPC gives no problems, so we will need to see more about what you've done.
Yes, custom scripting would be the way to go if you want to avoid a complex Action tree. The best way to avoid this would be to write a new script that handles everything, and simply disable AC for the puzzle's duration.
You can selectively disabl…
On just one hotspot or all?
If it's just a one-off, you can create a Menu in the Menu Manager that contains Yes/No buttons, and use the Menu: Change state Action to turn on the Menu as part of the Hotspot's Interaction.
Otherwise, you can set your…
AC currently has no official VR support. It does, however, include a MainCameraVR prefab that - if you replace your scene's MainCamera with it - will allow your MainCamera to be rotated by the player on top of any movement control you assign via yo…
@radiantboy: This'll be because the game is not yet set up when the trigger occurs. I can remove the console error, but generally you'll want to avoid having Triggers interact in the first frame of the game.
By default, the subtitle menu only shows for the most recent character to speak. But if you click Duplicate for multiple lines? in the menu's properties, it'll duplicate itself when multiple characters speak at once.
You can see this demonstrated …
I think I see the issue - I made a change to the ordering of update calls to fix another bug, and it's likely had this knock-on effect.
Open up StateHandler.cs, and uncomment lines 272-275, and comment lines 305-308. If that fixes it for you, I'll…
Is GetLatestSpeech not what you're looking for? What is it you're trying to do with it?
Another option is to call a custom event whenever a speech line is spoken. This is a new feature, a tutorial for which is available here.