The Interaction menu has Pauses game? checked, and Directly-navigate Menus while paused? is also checked at the top of the Menu Manager. The latter option means that the menu will be navigated with the gamepad / keyboard keys, which will hide the c…
They are to do with the state of your scene.
In a typical 2D scene, both a NavMesh and a Sorting Map need to be set up. The NavMesh describes the area of the scene that characters can move around, and the Sorting Map describes how character sprite…
Did they appear immediately after the update? They're warnings, rather than errors - informing about issues related to the input system, and your characters's animation.
The input warnings will appear if the Controls asset, part of the downloadabl…
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No, it would go in the updated import script that is amended to process the additional column.
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That's a question for Pixel Crushers, but it's my understanding that the two assets both provide their own take on the same underlying fu…
Yes, I was premature with that fix, sorry.
Instead, go to line 283:
soundToPlayFrom.audioSource.PlayOneShot (clip, localVolume);
And replace with:
soundToPlayFrom.audioSource.PlayOneShot (clip, localVolume * soundToPlayFrom.relativeVolume);
Wha…
Please let me know the details above re: your custom code. This is an appreciably difficult issue to convey, but I must know as much detail as you can provide.
I do not need the full project - create a paired-back copy that only has a couple of sc…
Welcome to the community, @SuperXu.
Is this for a 2D or 3D game? Try reducing the Destination accuracy field in the Settings Manager.
There are a few other options available, but it depends on your scene and character setup. The Manual's "P…
To reduce the number of items shown at once, reduce the InventoryBox element's Max number of slots value. If Unity UI is used to render the Menu, similarly remove unwanted linked Buttons.
To have auto-scrolling, you'll need to use Unity UI, and al…
A HashSet still needs its contents checked before an addition/removal attempt is made, but you're right about it increasing the count.
Replace the Update function with this:
protected void Update (){ if (detectionMethod == TriggerDetectionMetho…
Does this occur in the 3D Sample Scene, accessible from /Assets/AdventureCreator/Scripts/Templates?
If so, PM me your Managers and I'll attempt a recreation on my end.
An InventoryBox element doesn't store items - only displays them from a separate source, such as a Container.
If you've manually mapped a Container to such an element, you can read its OverrideContainer property to extract it:
MenuInventoryBox inv…
What are your AC/Unity versions, does your scene have a NavMesh set up for characters to rely on when pathfinding, and do you get any related messages in the Console?
The camera and player's motion are two separate operations. Share full details of the original issue, including steps to recreate, and I can look into an official fix.
Technically it's possible, but the custom script would need extending a fair bit.
Firstly, you'll want to grab this Action on the AC wiki, that lets you create Conversations in a single Action (no need for a separate Conversation object):
https://…
Try this: open up AC's Player script, and replace the current SnapToNavMesh2D function with the following:
private PolygonCollider2D[] autoStickPolys;protected void SnapToNavMesh2D (){ if (IsMovingAlongPath () || !SceneSettings.IsUnity2D () || K…
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Does the custom code you're running impact/replace any of the processes involved here? It's not clear if this is down to some long-since fixed bug, a custom script involvement, or the particular technique being used.
If you can PM me your …
What are your AC/Unity versions, and can you share your "Inteface" settings in the Settings Manager? Check that the Select interactions by field is set to Clicking Menu.
Currently, the auto-stick to NavMesh option only works with the first-found Polygon Collider associated with the NavMesh. It should be possible to extend this to allow for multiple components, however - I'll look into this and see if it can be adde…