Interesting suggestion, thanks for the detailed explanation of your use-case.
It's a good idea in principle, though I do imagine adding a fourth variable source would add confusion to new users. There's also the issue of saving/loading such data, …
Welcome to the communitym @jumadsen.
I've given things a try on my end, and the Log was printing for both input types. Have you mapped each input to their respective Control Scheme in the Input Actions window? If you can share screenshots of the …
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Yep, sounds good.
You wouldn't need to attach the GameObject to any specific scene, however, as it won't make direct references to any specific objects. What you can do instead is attach it to a new Empty GameObject, make that a prefab, re…
The screenshot-recording process involves two steps: taking the screenshot itself, and writing it to disk.
You can try using Unity's Profiler to work out exactly which process/function is causing the holdup (share screenshots if so), but if you've …
No problem - it's less a bug, I'd say, and more of an oversight. You're quite right to expect that the start state should be respected upon spawning.
I'll see this addressed as part of v1.81.5.
The item labels should be displayed in your Hotspot label/menu, which will need to be unlocked at the time.
As the order in which Menus are listed in the Menu Manager also determines the order in which they are processeed, you'll also need to ensur…
A tutorial on custom Actions can be found here, but I'd recommend going with an approach that can involve an Animator component (attached to a Unity UI-based Menu or otherwise). That way, you can use the Object: Animate Action to control it.
It's an interesting and unique interface, and I've had a bit of a think about the best approach. A bit of scripting will be necessary in any case, but shouldn't be too much.
Essentially it boils down to either the use of Interaction icons (as list…
Thanks for the explanation.
With Unity UI: I'd say go with the Canvas Group approach, rather than "hiding" the Button to control its Interactablity.
With AC: you can't prevent individual elements from being directly-navigable, but you co…
View the bottom of the Inspector of your EventSystem object, listed in the Hierarchy at runtime. This will show the currently-selected UI object - what does it show at the time?
I can't recreate the issue on my end - the component is updated as intended.
To be clear: the component is present on a GameObject in a dedicated scene? What are your AC/Unity versions?
Have you tried adding in a Debug.Log function to SetTranslat…
You can use the GetCollectedDocumentInstance function to get the DocumentInstance equivalent of a given Document (or ID):
DocumentInstance documentInstance = KickStarter.runtimeDocuments.GetCollectedDocumentInstance (document);var texture = documen…
If your Menu relies on Unity UI, your Button element's When invisible field can be set to Disable Interactability. Making the Button invisible will then cause the Button to be non-interactable.
Alternatively, attaching a Canvas Group to the Button…
If the Player is a prefab that's spawned in at runtime, that'll be the intended behaviour.
If you place your Player prefab manually into your scene files, they'll be treated separately - with default sounds reset. However, changes made to a spawne…
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There's no such built-in Action - the wiki Action is "Engine: Wait random".
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Gotcha.
You could do this with an Animaton Event at the start of your Idle animation, set to trigger a function that in turn runs the ActionList,…
What's your AC version, is the ActionList an asset, and when/how are you running it?
If the ActionList is an asset, set to "Pause Gameplay", and unfreeze pause menus is unchecked, then the wait should occur in real-time.