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ChrisIceBox

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ChrisIceBox
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  • Does the Menu pause the game, and what are the ActionList's properties? If you can share screenshots of the Menu/Button in the Menu Manager, that'll help clarify the situation.
  • (Quote) Where was it put, exactly? As both cameras have the same position, I'm not sure why switching would make such a difference. Though, as we're dealing purely with Unity concepts, I'm not sure if AC is directly involved with causing the issue…
  • Yes, AC is compatible with Unity 6. There may be a couple of harmless import warnings, but these will be ironed out in the next release. Of course, backup/use version control, but if you encounter any issue let me know and I'll look into it.
  • Does it work if you run this Action once the Menu is already on? Does the menu pause the game, or is it shown during gameplay?
  • I may have a fix for this, to be included in AC's v1.82 update - PM me if you'd like to be involved in testing.
  • I may have a fix for this, to be included in AC's v1.82 update - PM me if you'd like to be involved in testing.
  • What Layer are the Triggers on? Mouse clicks on Hotspots will be blocked if a Collider on the Default layer - Trigger or not - is in the way. Adjusting the Z-position so that it's behind the Hotspot will get around this, but the cleanest way is to…
  • If the Plane Distance field won't show until a camera is assigned, drop the prefab into the scene, assign a Camera to show it, lower it to 0.15, apply the change to the prefab and remove from the scene. Is the whole UI prefab on the "Visible i…
  • Can you elaborate on the exact behaviour? Is this to say certain slots save, while others do nothing? Does this occur in the Editor as well? The length of time shouldn't be a factor, but the number of saves may.
  • I'd recommend scaling back and just testing with the first script - add the extras afterwards once it's working. Try it in a fresh scene with just a regular InputField - no AC involvement. If it's not the right approach, you'll need to consult the…
  • This adapted script should do the same thing for an AC-based Menu: using UnityEngine;using Steamworks;using AC;public class SteamDeckVirtualKeyboard : MonoBehaviour{ public string menuName = "Menu"; public string inputName = "I…
  • What's the game state at the time the Menu turns on - paused or gameplay? See the Manual's "Navigating menus directly" chapter - if you're in gameplay, you'll need to run the Engine: Manage systems Action to allow for direct navigation of…
  • Clicked save ID is just Save slot index renamed.
  • (Quote) The background image should always be drawn underneath all else, but other scene sprites (including the foreground image) in world space would be the best way - without custom shader approaches - to have 3D objects mix together with 2D.
  • It's not automatic - you'll need to use the Steamworks API and open the keyboard when you intend. This could be automated when e.g. the user clicks/taps your UI Input field - something along these lines should do it: using UnityEngine;using Steamw…
  • Ah, my fault again - sorry. The icon property has been deprecated - cursorIcon is the one to use now: var texture = element.GetDialogueOption(slotIndex).cursorIcon.texture;
  • In ConfirmSave, create an Integer parameter named "SlotID", then amend the Actions like this: (Image)
  • I'm afraid I'm having trouble recreating this - could you PM me a cut-down scene file that has the issue, along with the graphic / ActionList assets involved?
  • You can use them, just bake your NavMesh such that stationary objects are included, so that the NavMesh itself doesn't go underneath them and the edges of the NavMesh surround them. When an NPC move to them, they'll then set their destination as th…
  • Unchecking Allow empty slots? will bring it in-line with the tutorial, so it should then work as covered there. Whether you have this checked or unchecked is down to your design preference. You can have it checked, you'd just need to make the amen…
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