What's the shape/size of the assigned RectTransform boundary? Clicks will be blocked if they land on it - even if its invisible to the user.
You should be able to avoid this behaviour, though, by checking Ignore input? in the Menu's properties.
Yes, IIRC a Layout Group is necessary to be used in combination with Content Size Fitter.
If you haven't seen it, a speech-bubble template is available on the Downloads page. You may find its suitable for your needs, but if not - it can be used as…
Is that shot of the CharManager Inspector taken after the gather-text process?
This process should update the ID values to the corresponding ones listed in the Speech Manager (via the SetTranslationID function). Is that what the "1" list…
A short custom script could handle this, but you can also make use of this custom Action on the AC wiki to wait a random amount of time:
https://adventure-creator.fandom.com/wiki/Wait_a_random_time_within_an_specified_time_range_(Action)
An Action…
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I was taking this to mean that Music works and SFX does not - is it instead the case that that the "On" works, and "Off" does not?
I can't tell the cause of this from the details, but a quick fix would be to remove the O…
You'd need to switch over to Active Inputs for that flexibility built-in - an Active Input can be made to respond to the "i" key, and then turn on the Menu (or off, if already on).
The default interface does something similar with the Pau…
Thanks, I've recreated similar on my end.
To fix, open up AC's UnityUICursor script, and replace (around line 145):
rawImageForInventory.texture = invInstance.Tex;
with:
rawImageForInventory.texture = invInstance.CursorIcon.texture ? invInstance…
Welcome to the community, @dibs487.
The Nine Verbs template, available in the New Game Wizard, will handle the bulk of things - but as you say, the "Hotspot label" is within that UI.
You have it follow the cursor, you'll need to do two t…
The next AC update will allow you to configure whether UI Graphic elements disable their associated Image component - or their entire GameObject - when hidden.
How are the objects arranged in the Hierarchy? There should be no difference if SFXGrap…
You can set the Menu's Appear type to Mouse Over, so that it only appears when the mouse is over it. An assigned "ActionList when turn off" will run when the mouse leaves.
In the properties of the ActionList that calls this Action, you can set its When running field to Run In Background to prevent it from entering "cutscene" mode while running.
If you need the rest of the Actions to block gameplay, you can …
The behaviour will be different, even if it doesn't work. What's the exact behaviour you're getting now, and what do the Speech Manager - and Char Manager component - look like after gathering speech text?
One thing to bear in mind is that you'll …
The RectTransform boundary will be used as a reference for whether or not the Menu is off-screen. You'll need to make sure that this encompasses the space that the visible speech bubble takes up.
Alternatively, as yours is a 2D game, you can assig…
Welcome to the community, @jeremylullaby.
Thanks for the details - I'll attempt a recreation and see if I can produce the same results. Is yours a Direct-controlled game?
Quick thought: does either unchecking Do collisions? or setting Distance ac…
I'll need to update the tutorial with the changes made to the Footstep Sounds system in v1.81 - thanks for the reminder.
However, this component is intended as an alternative to the clips assigned directly in the Player component. If you use Foots…
Thanks - it may be related to the use of "Unity UI" for your Cursor rendering field.
Can you share an image of your CursorUI prefab (assigned in the Cursor Manager), and also see if the issue remains upon switching this field to "Sof…