You'd likely be able to get around this by using two labels instead - one for "ACs" Text component, the other for the Arabic fixer, which would be the only one actually visible.
Rather than try to fix an exact problem, I'd be happier to hear your suggestion for improving the workflow here. Since you're working in a practical situation, how do you think it should work?
Could you post a shot of the overlay problem? I'm having a hard time visualising, though it's true: the Game Editor tab does have a minimum width for it to work, in some cases.
You're right about the second being a Unity problem. Not sure what ca…
1) I don’t know where you’re getting “not being used” from. Is this from another asset? In any case, you can increase an integer by a set amount following a “set as random”. Set it as 0-4, then add by 3, etc.
2) The formula code is handled by Un…
You can trigger the ActionList at any time in-game by calling it with the Engine: Run Actionlist Action. But to make the ActionList run when the scene begins, use the Cutscene on start field in the Scene Manager. This will be called when the scene…
I'm assuming by Gameobject Input field, you mean the UI component.
If you link it to AC's Menu system, you can use the Variable: Set Action to set a Global string to the value of the input box. But to do it through script (so that you can also aff…
I'm not fussed - I've update the example controller, and it works. Yes, it sets the normalized time of the animation, so that it can "cancel" a transition in.
Will be in 1.42.
I see the issue - the options only display if Inventory interactions is set to Single. 1.41 brought more features to Multiple, but this was left out. I'll correct this in 1.42.
Could you post the exact steps needed to re-create this? While the Duplicate ID error shouldn't be showing at all, it certainly shouldn't reset any Actions. A screenshot of a "broken" DialogueOption / Conversation would also help.
Is it…
AC can respond to "Run" and "ToggleRun" buttons mapped in the Input Manager. A list of all available Inputs can be found in the Settings Manager, which adapts to the settings you've chosen.
Fixed. From now on, Animators on Unity UI controllers will work by calling specific state names (e.g. "On", "OffInstant") rather than relying on parameters. This will allow animations to play mid-way through, in the case that y…
If the Options menu pauses the game you should be able to move the cursor around just fine. The "Player: Constrain" Action is not necessary - that was only for menus that don't pause gameplay.
Of the two console logs you've shown - the s…
Try creating a Global string variable that stores the 'X' text. So e.g. Variable 2 is now "shut down the world".
Then create a Label element in your Menu, and set the text to:
Are you sure you want to [var:2]?
The [var:2] will get repl…