Technically, no "Create Recipe" Actions are needed - as your Ouput box has "Result is automatic?" checked.
The Output box will show the calculated recipe - either by it being automatic, or due to the Action being run. The ingre…
To be clear: you're referring to the "Create" button inside the default Crafting menu?
The button's clickablity isn't tied to anything - it'll be clickable at all times - but the default Inventory: Crafting Action shouldn't have an effect…
Crafting a Recipe should always result in its Ingredients being removed - or reduced in number if the Recipe involves Items that have Can carry multiple? checked.
Could you share screenshots of your Recipe, items, crafting menu, and ActionLists? I'…
This can be done with the use of a custom interaction system. The Manual chapter of the same name has details.
The behaviour you're going for, however, sounds quite similar to the included CustomInteractionSystemExample script - which involves cli…
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What's your AC version? The MenuCrafting element type should support category-filtering.
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The best way to run custom code in AC is to use custom event hooks - this tutorial has details. The OnMenuElementClick event, for example, ca…
Yes - the "Sound: Play music" Action would be the Action to use here.
AC's music system is separate from the rest of the sound system, and automatically handles the playback of tracks across scenes (including revisiting earlier ones).
Recreated, thanks.
This looks to be due to the fact that the unhandled global event is run without any interaction settings within the Hotspot - so it doesn't have any "Player Action" settings that are normally used to cause double-clicki…
I'm afraid the screenshots aren't showing - I can only see the video that shows the issue.
To play sounds while the game is paused, however, you need to rely on a Sound object that has **Play while game paused?* checked.
If you create a "Defa…
What are your AC/Unity versions?
If necessary, you can force the character to attach to a given Sorting map with the Character: Change rendering Action, but in this situation I'd recommend using an inactive Player rather than an NPC.
If you enable…
This may be a bug, rather than something that needs altering with a custom script. I will need to see the top halves of your Settings and Cursor Managers to recreate the issue on my end before I can be sure on this, however.
Hotspot double-clicking behaviour is configured in the Hotspot Inspector, but it's not specific to global unhandled events.
Could you share screenshots of your Hotspot and Settings Manager? I'll attempt a recreation.
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Having the ActionList set to Run In Background should achieve this - but you may also want to consider use of the "Constrained First Person camera" script on the A wiki, which allows for free-aiming outside of the First Person move…
When using Unity UI (TMPro or otherwise), the "Already chosen" colour is applied to the Button's Normal Color, used when its Transition is set to Color Tint.
What object ultimately gets affected is down to the Button's "Target" …
If they played correctly the first time, I can't see why they'd have trouble a second - unless their Speech Manager entries have Only say once? checked. Do any related messages appear in the Console?
As an aside: if you're looking to create a cuts…
Does your Pause menu pause the game? The labels should disappear if so.
If you could you share a screenshots of your Pause menu, and your Settings/Cursor managers, that'll help me understand the situation better.
If it's a case of needing to alte…
The field requires a Text component - the default component for displaying text with Unity UI.
You can drag in a TextMesh Pro U GUI component if your UI prefab relies on it, but you'll first need to check Use TMPro components? in the Menu's propert…
I played around with the asset on my end and couldn't recreate such an issue. Aside from the included script that changes the colours, it looks like it's just a shader. I can't see how AC would be affecting it.