To make any part of your Unity UI invisible, you can register it in the Menu Manager as an element (e.g. an empty Graphic / Label), and then using the Menu: Change state Action to hide it.
How have you set up your Inventory UI's hierarchy? Please …
The screenshots don't show enough of your windows to help, I'm afraid. If the tutorial doesn't help you, you'll have to post larger images that show the full inspectors / windows.
You can just parent it to a prefab that you know will be in your scene, e.g. the Player. The Action will basically look for any Sound object that has a matching Constant ID number - it doesn't care where in the scene hierarchy it actually is.
No problem. Let's not worry about Save and Load for now - and just see if this works for Options before moving on.
If you open up the Menu Manager, select the "Pause" Menu, and the "OptionsButton" element within it, you can edi…
Did you do as @SkyTree suggests you might have, and duplicate the Interaction object? It's not clear if this ActionList was working and then broke, or if it never worked - the more detail you can provide, the more help I can offer.
Sorry for the trouble. You can't upload screenshots here - you'll have to upload them somewhere else and link to them here. Imgur.com is a good host site.
It should generally be 1:1 if your Rigidbody's mass is also 1. Meaning that the mouse cursor would always be over the same "click point" on the mesh. Is that not the case?
The nicest-looking way would be to have annotations that exist separately in the ActionList Editor window, but this would cause problems with e.g. Auto-arranging, where the positions of such annotations would then be wrong because the Actions they r…
So long as you have Can re-order menus? unchecked, then inventory items should remove empty slots automatically, so long as you're using v1.46. Is that not the case? But if you want the empty slot to come back once it's filled, you shouldn't use t…
The inventory box should automatically resize itself as you pick more items up, until it reaches the "Maximum slots" value in the InventoryBox element's properties in the Menu Manager.
To make the inventory pop up in various ways, first c…
As stated in the manual's section 12.7, you can set the language through script by using the function:
AC.Options.SetLanguage (number);
Where "number" is the language ID you wish to set it to (0 = original language, 1 = first translation…
Thanks for outlining the steps to reproduce, but actually they work for me. I tried parenting it to both an empty, and a default Cube.
A Hotspot should be detected if it's 1) on the Default layer, and 2) not "hidden" behind another colli…
I hope you didn't save afterwards. Did this contain custom Actions? Can you create other Interaction gameobjects?
The line references refer to an older version of AC. Back up your game, upgrade to v1.46, and see if the problem persists. I will …
@wendymorrison's suggestion would be mine, too. You'll also need to pay attention to any warnings in the console if you haven't set up your Inputs and Layers. This is covered in section 1.1 of the manual, but the warnings themselves will explain w…
When the game begins, AC will load up your options settings, player profiles (if you have them) and save game names. This is just letting you know of that - you can safely ignore it.
You can do it with just one Sound object - add one in your scene, and give it a Constant ID number. Then check "retain in prefab" and make a new prefab out of it. Make sure it is in all of your scenes.
Then, reference this prefab when y…
Scene folders are just there for convenience, and parenting draggables / tracks to other objects is very often necessary to get the results you want - in a test I once made, I made a Hinge draggable out of the kickstand of a bike, which was parented…