Since the time of my last writing, it's now possible to override an item's label via the ItemLabel property.
Example usage:
InvInstance invInstance = KickStarter.runtimeInventory.PlayerInvCollection.GetFirstInstance ("MyItem");invInstanc…
You'd either need to display the Conversation in a separate Menu (identical to your regular one, only with Mark options already used? unchecked, and the lock/unlock them together so that the intended Menu is shown at the correct time.
Alternatively…
One other thing to try would be the Unity UI-based cursor. How does it look if you set your Cursor rendering to "Unity UI", using the default UnityUICursor prefab?
It should be automatic, with those conditions.
Can you share screenshots of your scene, the Settings Manager, and Player Inspector?
The code to make this happen is in the NavMeshAgentIntegration script's first if block in its Update function - try…
Two ways:
* Add a Cutscene in the new scene, with the fade Action(s), and attach the ActionList Starter component. Check Run on scene load?, and then set the Scene load condition to Just Switching Player.
* Run the your Player: Switch Action from …
You can attach a Hotspot component with an empty "Use" interaction, set to the cursor you want to show.
If your Interaction method is not set to "Context Sensitive", check Single 'Use' interaction? above.
Switch it back to "Time And Date", and then update your Save menu's SavesList element by checking Save when click on? and clearing the ActionList when click/save field (so that saving is instant and doesn't rely on the custom label logic).…
The Timezone issue my be specific to your machine, but let's revisit it once the wider issue of the updating labels is resolved. Transfer your own Settings Manager and we'll see what the behaviour is.
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The Log files directory will be unchan…
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Can you share screenshots of your ConfirmSaves ActionList, and your Save menu's SavesList element properties?
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Are you using Steam's Auto-Cloud feature?
If both users are using the same account (on the machine, not Steam), then the …
Welcome to the community, @centuryeggyo.
To be able to choose which "appear type" the Menu switches to, you'd need to have an AppearType variable that you can display in the GUI. This should do it:
using UnityEngine;#if UNITY_EDITORusin…
Recreated, thanks.
I'll look into an official fix for v1.82, but in the meantime: open up AC's UnityUICursor script and replace the line (around line 194):
itemCountText = (Text) CustomGUILayout.ObjectField<Text> ("Item count Text:"…
I can't reproduce the issue so far.
To be clear, by HTML5 are you referring to WebGL platform with a specific setting? It may be down to your project or build settings.
You'd need to run this in a coroutine, and then wait until the next frame, after calling PreScreenshotBackup, for it to take effect.
Alternatively - and this is also optional in AC's save-screenshot settings - you can rely on a seprate Camera, pare…
I'd need to look into this properly, but it may be a bug. The first line may need to include a check for the Hotspot detection method.
Try replacing it with:
if (KickStarter.playerInput.GetMouseState () == MouseState.SingleClick && !KickS…
Can't see why that'd have an issue. Try opening it up in Prefab Mode, and then clicking the circle to the right of the field to bring up the selection window - can you assign it that way?
If you have TextMesh Pro installed, try using that instead.
There's two parts to this: creating the structure of your objectives / sub-objectives, and displaying it in the menu.
For the first: sub-objectives can be defined by placing them in Categories. See the Manual's "Sub-objectives" chapter f…