@ch4run The field should be set to Run In Background - it looks like this, and the other ActionLists, are reverting back to Pause Gameplay after their creation.
You'll need to set this to "Run in background" both for SetupPauseMenu, and A…
Sorry, I'm not 100% clear on your intended behaviour.
Are you looking to select items before any Hotspot interaction, or you do want to e.g. press an input once a Hotspot is in the vicinity, have the Inventory menu open, and then choose an item to …
See v1.80.0's "Upgrade notes" section in the Changelog file - TMPro support is now a per-Menu option.
Check Use TMPro components? in the Menu's properties panel to have it rely on TextMesh Pro.
Though AC is behind the game itself, the feature you're describing here wouldn't involve AC. Having an application send out an email would require custom coding, with no reference of AC required (at least following the description above).
To take …
It's a file that was introduced in v1.80.0, and should be in the Scripts folder - not any of the sub-folders.
How did you determine that the problem is in the Scripts folder?
Is this a case of importing AC into an existing project? Try importing …
Thanks for the details.
It sounds like this could be a duplicate of this issue, in which the game remains in "Cutscene" state after closing the Pause menu.
So far I haven't been able to reproduce this, but it's important to see resolved.…
Yes, Timeline would be the tool to use for this.
The actual creation/animation of the cutscenes this way wouldn't need to involve AC for the most part - the use of Activation/Animation tracks etc are all built into Unity itself. If you're unfamili…
Dialogue holds more data than just the raw text - it also needs to know who the speaker is, as well as audio/lipsync data, etc. For this reason, you'll need to use a dedicated Dialogue: Play speech Action to store it.
You can still rely on paramet…
Bind it to "mouse 0" to have it respone to left-clicks.
I'm only assuming that Submit is used because this is the default, however. At runtime, look for your EventSystem GameObject - does it list "Submit" in the Submit Button f…
Inside each Menu, check the new Use TMP components? in the Properties panel.
From the release notes:
* The manual addition of 'IsPresent' Scripting Define Symbols is no longer required for AC's TextMesh Pro, Addressables and Localization integrati…
Remember components derive from Constant ID - so you won't need the latter if the former is present.
All such components attached to a single GameObject will share the same ID value, however, so there's no harm if you somehow end up with both.
Apologies for the issues. Which VCS are you using, what is your Unity version, and what is your "Asset Serialization Mode" setting set to, inside the Project / Editor settings page?
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For an ActionList that shows this issue, try restori…
Your Menu relies on Unity UI, which means inputs are obtained from the Event System.
The Event System, by default, relies on an input named "Submit" to register clicks. Duplicating your InteractionA and renaming it Submit should cause Me…
Any luck with the logs? Obtaining them will be the best way to get to the bottom of this.
Rather than uninstalling AC completely, strip it down by removing the Demo and 2D Demo folders if they're present.
If it still fails, try stripping away the…