No ETA. You can make the fix manually within PlayerInteraction.cs, line 903:
Change:
KickStarter.runtimeInventory.selectedItem.label
To:
KickStarter.runtimeInventory.selectedItem.GetLabel (languageNumber)
UI as in Unity UI? If a slot's linked Button has a Text component attached (can be a child), then it'll display the number being carried, provided Can carry multiple? is enabled for the item in question.
A custom script would be necessary, first of all. This page should help.
Hotspots can be made to call scripts, rather than Interactions, when clicked. Just change the Interaction source field in the Inspector to Custom Script. You can then suppl…
Do you mean for the options to appear within the sentence itself, or beneath? If you're showing them beneath, and you have only one choice per sentence, you could probably get by just with the standard Conversation feature - with word option being …
You have two options:
1) Use a GameCameraAnimated (if you're working in 3D, it's in the Scene Manager), and animate the movement using Unity's animation editor. When the camera is made active, it'll play the animation.
2) Use two GameCameras, and…
The "Highlight" script doesn't necessarily need to be on a visible object - you can even place it on the Hotspot itself. That script's needed to work out how bright the icon should be. Attach the script, reference it in the Hotspot, then…
The feature got changed around a bit after I got thinking about the best way to tackle it. Rather than defining an "Inventory: Select" Action for each item, you now just have to choose which of your defined interaction types selects the i…
If you're moving to set points each time, then create a set of Cutscenes to handle each transition type (e.g. A->B, B->C, C->B etc).
Cutscenes can be run externally by calling their "Interact" function - PlayMaker can do this by …
A tiny update in the form of 1.41b is now out, which fixes a critical error in which the Save menu was re-appearing after loading a save game.
@Harnekin: Only the 3D Demo has alternative UI menus. Each one is a separate Canvas prefab, found in Adv…
The CSV reader separates lines with a pipe |, so double quotes should be OK. I'll do my own tests, though.
Do you have three asterisks in a line anywhere? *** will cause trouble.
I follow, but I'd appreciate a zip of the Menu Manager/Prefab/Controller/Animations rather than a video - that way I'll have exactly the same setup as you.
The baked NavMesh also needs the Segments, which should form exactly the same shape as the baked NavMesh. The NavMesh alone isn't enough, if you're using Point And Click movement.
A drawback of the Unity's Navigation is that the "target"…
Whether this is a quirk of Unity, the UI, or AC, I'm not really sure - but if the 0.0001 fixes it, fair enough. I don't believe the cursor can be limited to the window's boundary, though.