I've managed to recreate this.
Looks to be a case of the order in which events are hooked up. The Menus are updated while Locale is being set - but the latter is asynchronous process and can take a frame or two to occur.
I'll see this remedied in…
Thanks for the details - I've recreated the issues.
I'll look into the installation issue - likely it'll require an update to AC itself.
To install manually, however, I did forget a step: you'll need to install the custom Camera: Conversation Acti…
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No problem, I'm just sharing generic example code - adapt as needed.
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Renaming Start to Update should be enough. We can see about moving to events later, to avoid it running every frame, but for now it's important to just get the ca…
If you're not getting warnings, it may be that AC considers the Animator to be correctly found, and it's the Animator not playing correctly somehow.
What is the playback state of its Animator window at the time? Share screenshots of the window, th…
Use the "Mecanim" engine - "Sprites Unity" is best used for 2D characters. Check also the Action references the object via a Constant ID that's persistent.
If the game is paused at the time, you'll need to have the Animator com…
That'd need a reversion of the above change - Set Interaction Parameters kicks in when the Hotspot is interacted with, rather than when the Interaction ActionList is run directly.
It might need a different approach - i.e. a "Don't stop Player …
Thanks. Should just be a case of checking Use TMPro components? in the Menu's properties - it'll be trying to affect a regular Text component, rather than a TextMesh Pro U GUI one otherwise.
The rules has to be enforced - you'll need to use one or the other.
A couple of workarouds do exist, however.
One is to use another Player prefab, a copy of A, that has their starting data set to Forest2 (i.e. "A2"). Rather than switchi…
An unfortunate leftover from the template's earlier iteration as a downloadable package.
Apologies for these sample content teething issues - I'll see this gets addressed.
Apologies for not being clear: with Unity UI mode, you supply a Canvas that already has the various visual components the make up the menu.
The key difference between the two modes is that "AC" menus handle both the visual and the logic, …
I'll need to know the exact logic flow in order to recreate your situation - can you provide screenshots?
The best way to handle nested Conversations, however, is to check the Override options? box in the Dialogue: Start conversation Action. You c…
The brightnessSlider variable in your script is not referenced in the rest of the code - assigning it will make no difference.
There's also no need for a custom Action - an updated tutorial that simplifies the coding process can be found here.
Fir…
Return to the ActionList when click asset that runs when the SavesList is clicked on, and have it run the Variable: Set Action that transfers the "clicked ID" parameter to the "Save slot index" variable.
This is then set - and s…
Is the game visible at the time this is run? The first "Fade In" command will be ignored because it has Wait until finish? unchecked, and is followed by another "Fade In" command.
If you wish to fade in when the scene begins, b…
The currently-highlighted item instance can be read with the HoverInstance property:
AC.KickStarter.runtimeInventory.HoverInstance
From there, you can extract the intended property and set it to e.g. a Text variable with:
if (InvInstance.IsValid …
The text shown in the screenshot are your cursor icon labels - can you show where/how they are displayed in-game, along with your full Settings and Cursor Managers?
What are your AC and Unity versions also?
Changes made to Manager fields are inherently persistent - it's a proprerty of how Unity assets work.
If you make changes at runtime to a Manager field, it's best to also set it to its default value when the game begins. That way, any changes made…
The Player stops because of the AutoExamineHotspot script running the Hotspot's Examine interaction, which halts the Player.
To get around this, you can bypass the halting, and just run the interaction ActionList directly. In the ucustom script, r…
Your Actionist: Run Action has Wait until finish? checked - meaning Cutscene is still running until Objective_Added completes.
The AC Status box reveals this - in any such situation, it's the best first port of call.
Which logic - the use of Input: Check?
Check that no gameplay-blocking ActionLists are running at the time. You can do this by enabling the AC Status box at the bottom of the Settings Manager.