What's your Interaction method?
You should be able to achieve this with use of the "Interaction" element type in your Menu, which can be used to show the icons associated with a given Hotspot. If your NPCs have a "Talk" interac…
using UnityEngine;using AC;public class ChangeItemData : MonoBehaviour{ public string itemName = "Bottle"; public Texture2D bottleTexture; public Texture2D, emptyBottleTexture; public void ChangeToFullBottle () { Chan…
Recreated. Looks like there's an issue with direct navigation with the test package - a knock-on effect of fixes made to the simulated cursor handling.
Thanks for the feedback, I'll look into it further.
What's the exact effect you're looking to achieve? Update the volume's intensity to a single value, or smoothly change it over time?
A custom Action could handle this to affect the value through code, but you could likely achieve this with animati…
What are your AC and Unity versions?
I can't recreate such an issue. Would you be able to PM me a scene file that has a Cutscene with the issue, along with the VideoClip asset involved?
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AC has a few hooks of its own into the OnAfterChangeScene event, so by default I wouldn't call the order guaranteed. You should be safe, however, so long as the script is present in the scene file, and has a negative default execution order…
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That's essentially it. If, in the Hotspot's Use interaction panel, you have Player action set to Turn To Face, then the Player will not "reach" any Marker in the sense that they are not walking over to it.
The Face after moving? …
Thanks for the details - this sounds like a bug. Could you let me know your AC and Unity versions, as well as your Settings Manager's "Interaction method"? I'll attempt a recreation.
AC repositions UI-based Menus by affecting the assigned "RectTransform boundary". This is typically an immediate child of the Canvas, which itself is a parent of the rest of the UI, and is shaped such that it spans the visible elements.
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Welcome to the community, @georgestobbart.
Glad it's working for you now. If you do wish to move AC's location, e.g. to a Plugins folder, it should be possible so long as you update the installation path inside the "Adventure Creator" se…
Are you unhooking from the event in your OnDisable function? This is a necessary step to prevent events firing on deleted objects.
The approach I'd look into myself would be to have a single instance of a script in the scene that hooks into OnAfte…
I can only speak generally without knowing the specifics of your game, but AC can be used on its own to have a gamepad-only game with no simulated cursor. You'll need to make use of "Keyboard Or Controller" input as well as the direct-nav…
OnMouseOverMenu can be called when hovering over a Menu but no Element - you'll need to include a null-check to ensure it's being called at the right time:
if (_menu.title == "IconBar" && _element != null && _element.title…
I'd be very hesitant against making any changes to the loading process, as there'd be major potential for knock-on issues.
The exact order of loading is:
* Scene reloading
* Global settings
* Scene data
In terms of custom events, we have:
* Even…
Thanks for the offer - I will send you files you test shortly.
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What code, specifically?
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Input System has its own Input System UI module, The updated integration includes a ready-made EventSystem prefab with this module pre-configu…
The 2D Demo sorts correctly because it uses the "traditional" method of using its Sorting Map to affect the Sorting Order of characters based on their Y-position.
In URP, the Transparency Sort Axis is a field in your URP settings asset. …