So, it should be that you can do without the modifier/base variables that I mentioned earlier - you can calculate the modifier in script, and the base value can be taken from the "default" value assigned in the Manager.
Something like thi…
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I understand the issue, but I cannot recreate it. What Unity version are you using?
Try adding a brief Engine: Wait Action to the end of a given dialogue option chain, after the last line but before the return to the Conversation - does th…
The fix above is included in the latest release. Is this to say that the effects of it are no longer working?
It's been a while since this post began - could you share updated images of the setup/issue occuring?
Can I see your implementation of the OnContainerRemove event, including line 71?
Is this a case when any amount of a given item is removed, or only when all items are removed in a given slot?
It'x worth mentioning, however, that the OnContainerRem…
Is this a case of having multiple String variables for a given element, and then using Menu: Update content to change which variable is shown?
An issue related to this workflow not including translations was fixed in v1.82.
However, for this situa…
Welcome to the community, @Artem.
Yes, the Character: Animate Action is the way to go - you can use it to play custom animations that will temporarily override the "standard" such as idle/walk/walk.
Playing such animations on a sub-layer…
A Conversation would be easier than an Exit button, because it means you can keep all the logic within the scene and avoid need to asset <-> scene references.
Are you certain the dialogue option is not running? Try adding an ActionList: Comm…
Sounds like the "Arranging puzzle template" over on the Downloads page may fit the bill, as it allows items to be dragged around the scene and moved.
The template itself was intended for e.g. jigsaw puzzles, where each item has a "sl…
The "fit within screen" feature works by adjusting the position of the Menu's "RectTransform boundary", which will need to be set up so as to span the Menu's visible content, i.e. cover the text being shown.
Are you enforcing an…
Thanks for the report.
How are you mapping the variables to the elements - through tokens, or by setting your "Label type" fields to "Global Variable"?
At the time you set the Global Variable's value, is the Menu already on? I…
Remove the change above, instead set the Menu's Position type to Manual, and add this to the bottom of ShowForHotspot:
myMenu.HotspotLabelData.UpdateAutoPosition (myMenu);
If your scenes support scrolling, add this to to the while loop of FlashHot…
Version 1.82.3:
* Added: The "Auto-stick to NavMesh?" option for Direct-controlled Players now supports multiple Polygon Collider components attached to the NavMesh
* Changed: The GameCamera Array's target position gizmos are now only sho…
Can you share the full stacktrace of the error you're getting?
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This is the approach I'd take. I'll look into the IsValid issue - thanks for the repot - but the robust way would be to have a function that recaulculates all stats from scratc…
As in, use of variables to create puzzle logic?
It's quite a broad topic. For general use of variables when creating puzzles, have a look at the "Puzzle template" package on the Downloads page, which cover how a variety of common puzzle t…