IIRC the prevention of the "Save colour/alpha" option was hidden in the case of a SpriteFader component to prevent conflict, as they both deal with shared data, but revisiting this it's probably fine to have this - so long as the effects o…
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Controller input is possible just fine with the old Input Manager - just define additional copies of your inputs, mapped to joystick buttons. The new system is more intuitive when it comes to working out what input goes where, but it's stil…
The animated cursor is a template designed to show how the Unity UI cursor can be animated based on the Animator parameters defined in its Inspector - similar to a character that uses Mecanim or Sprites Unity Complex animation engines.
You can redu…
Sounds similar to the way the the "Equipment system" package over on the Downloads page works. It may need a bit of tweaking to suit your own needs, but give it a try in a fresh project if you haven't seen it yet.
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Is the Button's Text updated to match the label you assign in the Menu Manager, and is the UI Canvas enabled at the time the scene begins? That'll be necessary for it to "find" the elements within it?
I can't recreate the issue o…
I think it depends on whether or not you're turning off the options after they're chosen.
If they're still visible after being chosen, yes - you'd need to either rely on variables, or a custom script, to automate the running of a separate ActionLis…
AC has an integration for Input System, which you can find on the Downloads page.
I recommend using one system or the other - you can still use regular mouse/keyboard controls with it, just defined in a separate control scheme. The integration com…
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I expect this'd be best done with an Animator attached to the UI's root that controls various Canvas Group components to show/hide different tabs, coupled with the use of an Object: Animate Action run from a Button's "ActionList on clic…
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Sorry, missed that. Do you have Directly-navigate Menus when paused? checked at the top of the Menu Manager?
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No, create a separate ActionList that has the Menu: Select element Action in it, and run it manually while the Menu is ope…
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Sorry, I'm not following. Are you spawning in a PlayerStart as part of your opening cutscene logic? The Player will already have been assigned their PlayerStart at this point - any PlayerStart you add once the scene begins will be ignored.…
Sorry, to clarify: the Survive scene changes? option I was referring to was the option inside an ActionList asset's Properties panel, not a component to add to a regular scene-based ActionList.
If you convert the ActionList to an asset file, the op…
Code should work - so long as the Menu's "Appear type" is set to "Manual", otherwise it'll be bound by the Appear type's rule.
Unless it's part of a wider coroutine, the snippet above doesn't need to be in one, mind.
I'm afraid I can't recreate the issue. What's the exact behaviour you're getting - that the click texture shows, but doesn't fade away, or doesn't show at all?
Does the issue remain if you temporarily remove the call to run the Keypad_Check Action…
Thanks for the steps, I'll attempt a recreation.
To be clear: there's no audio assigned in the Toggle element's "Click sound" - only in the Sound Action?
Welcome to the community, @ZaraNerd.
Quite a lot to cover here - it should all be doable (though some custom scripting may be needed as we go), but tackling these one-by-one will make things more manageable, if you're happy with that.
For Testimon…
You can add the following to the top of the Update function to have it ignore input if a Global Bool variable named "CannotCrouch" is set to True:
if (GlobalVariables.GetVariable ("CannotCrouch").BooleanValue) return;
Alternati…