Open up AC's SaveSystem script, and look for the following around line 141:
UpdateSaveFileLabels (ref foundSaveFiles);
Does removing this line solve the issue?
Open up AC's PlayerInteraction script and find line 1353.
In it, remove the following portion:
&& !KickStarter.playerInput.IsCursorLocked ()
Does that resolve it?
I will attempt a recreation, but I need the full details to work from. The screenshot only shows a portion of the Settings Manager - can you share the Manager in full, as well as the propertyies of your Interaction menu, as it appears in the Menu M…
Is the H1_Hotspot parameter being correctly set, and is the prefab's original position set to (0,0,0)?
Try using an Object: Teleport Action afterwards, to spawn the "MassegReciver" parameter to the "H1_Hotspot" parameter.
Does this only occur when using the Action to overwrite the save slot, or does it also occur when leaving the SavesList element's click behaviour as its default such that clicking saves automatically overwrites them?
Global Variables have a Link to field. If you set this to Options Data, its value will be stored as part of the profile/options, which are loaded upon starting the game, and are independent of any save-game files.
I can only recreate the issue if the Inventory: Select Action's Carry condition is set to Ignore Current Inventory.
For items to be combinable, they must both be present in the Player's Inventory. You can use categories to have the Player hold bot…
Welcome to the community, @siska.
Yes, you can re-style the Inventory menu as needed.
If the Menu's Source is set to Unity Ui Prefab, you can replace its Horizontal Layout Group with a Vertical Layout Group to have slots be arranged vertically, an…
I would like to recreate the original issue before delving further into a potential fix, but I cannot so far.
Can you PM me your Managers + scene file to test directly?
As of v1.76.1, AC makes it possible to use scripting to override an item's texture at runtime via its ItemInstance. One approach would be to leave the icons fields empty, and then assign them separately at runtime via e.g. Resources:
In earlier re…
Is it consistent, in that it always occurs for the "close register" Interaction? Share screenshots of the Interaction's ActionList.
Does it work if you artificially extend the Interaction's duration with an Engine: Wait Action?
Open up AC's StateHandler script and replace line 536:
if (KickStarter.playerInteraction.InPreInteractionCutscene) return GameState.Cutscene;
with:
if (KickStarter.playerInteraction && KickStarter.playerInteraction.InPreInteractionCutscen…
It's likely a case of the GameCamera's position-setting being overridden internally - it's not designed to be teleported manually in this way.
Best to use separate cameras for each "room" in the scene. If each camera remains frozen, you …
The "Item arranging" package on the Downloads page provides 2D object-dragging. The example scene's jigsaw pieces can be picked up and dropped freely.
I'm not sure if they support regular Hotspot interactions via a click, but I'll take a…
I cannot recreate such behaviour.
The NineVerbs package over on the Downloads page includes an example scene, which is also compatible with the Template included in AC itself. The Exit Hotspot to the left of the screen also makes use of the "…
Welcome to the community, @UrutaKobito.
To be clear: is it the Hotspot label that remains, while the Interaction menu turns off correctly?
As this is a visual issue, any video/screenshots you can share that show the issue will help greatly to unde…