Call it's Interact() function.
For what it's worth, I'm planning to release a Script Reference with the next major release of AC. A tutorial will also be published that covers writing an Interaction entirely through script.
The finer controls of the Canvas components seem something of a dark art to me. It could be that I just didn't set the default UIs correctly - if that's the case then once you set them up properly it should work, no need to change AC's code.
Do other icons appear normally? It may be a problem with your textures - check the Import settings (available in the Inspector when you select it), and make sure it matches up with the other icons.
Hotspots, by their nature, cannot work if they're on the Ignore Raycast layer. However, they don't have to be on the Default layer either - you can define which layer they should be on near the bottom of the Settings Manager.
@David: Your old camera should work fine - it's only for new scenes that the change will be made, however it's still optional: you can move the camera component onto the root object (and delete the child) if you prefer.
@Gog0 / @Eastman: Thanks, I'…
Does the cursor remain locked in the centre of the screen, or can you move it around? If the latter, check that you have "Lock cursor in screen's centre when game begins" is checked in your Settings Manager. Do you have a ToggleCursor in…
What is your Menu's "Appear type" currently set to?
Also, it's not clear if this is because it's a Unity UI, or the menu's properties in the Menu Manager. Try temporarily changing it back to a regular Adventure Creator menu (just give it…
That's a problem with the way Unity groups lists. The way to get around that would be to name them differently for editor-use, but then write their correct names in the "Label (if not name)" field in the Inventory Manager.
Sorry, I meant "Player line".
When you check that box, the fields that appear will be based on your character's Animation engine. What animation options are you looking for, exactly?
If NavMesh Segments aren't appearing, check these two settings:* Your "Camera perspective" (in the Settings Manager) is set to either 2.5D or 3D
* Your "Pathfiding method" (in the Scene Manager) is set to Unity Navigation
A text…
AC can trigger PlayMaker Events through Actions - see section 12.1 in the manual.
Essentially you want to write "PlayMakerIsPresent" in your game's scripting define symbols (in the Player Settings), to let AC know that it's safe to refere…
Thinking about this more, the Input.GetMouseButton call should still work in conjunction with AC's input scripts. The key thing instead is to focus on the cursor's position - as you said, it can end up being in a different spot.
You can retrieve t…
Annoyingly I have no problems with 5.1.1 myself. Unity will ask to upgrade the project, and after doing so it all seems fine - the player lines work fine, at least in the demo. @dude, does the demo game play properly?
Another update is out, to fi…
AC will never be able to cater for each and every movement method that a team wants - instead, it's better to empower scripters to extend with their own code.
You can disable AC's Movement system (just the player's) by using the Engine: Manage syst…