You can disable default mouse click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager's Interface panel.
You'll then need to rely on an input named InteractionA, mapped to "mouse 0", to regain contro…
This approach won't be compatible with the Puzzle template, because the latter works with a single tap down + up to handle a single movement.
Are your usages of this template in separate scene files? The best way around this would be to avoid usin…
Welcome to the community, @BabaBooey.
It sounds like the ActionList that initialises the Pause menu is the issue - though its default settings should prevent this, and I can't recreate the issue on my end.
If you go to your Pause menu, select the …
A GameObject's enabled state cannot be stored on the same object - because the Remember component itself must be enabled at the time of saving.
What you instead need to do is have a separate GameObject that records the state(s).
RememberMultipleEn…
The StartDialog function can be called through custom script to have a character manually speak:
KickStarter.dialog.StartDialog (myCharacter, "Hello");
You can use the Events Editor - available in the top toolbar - for this.
First create a Global Bool variable named e.g. "Is Over Hotspot", and then create a pair of events - Hotspot: Select and Hotspot: Deselect - that set its value to Tr…
Welcome to the community, @laridk88.
Only one project will be needed. The first thing to bear in mind is that all of the options set up by the Wizard are just for convenience - everything can be altered later if you change your mind.
When creatin…
Do you mean that you are changing the resolution manually, i.e. with Screen.SetResolution? I do not recommend this on a per-scene basis. Or by "resolution" are you referring to the background dimensions?
AC should automatically scale th…
Perhaps a different approach is called for.
If you set your Interaction method to Custom Script, you can replace AC's default input/interaction code with your own. For a simple "tap up to interact" behaviour, this should be enough:
usin…
Modifying an ActionList through is possible, though asset files should only be modified while in Edit mode.
Details on working with Actions through script can be found in the Manual's "Generating ActionLists through script" chapter.
Howe…
Please try to create separate threads when posting unrelated issues in future - it helps others to find them when they encounter similar questions.
Does the Label element that shows the wrong text have its Objective text property set to Description…
If the lights are baked into the lightmap, it would have to be a case of altering/swapping out the lightmap.
There are a few approaches to this concept, here for example. However, as AC doesn't override any of Unity's light rendering techniques it…
You can add non-AC lines to the Speech Manager by implementing AC's ITranslatable interface - see the Manual's "Custom translatables" chapter, as well as the "Custom Translatable Example" script, for details.
The Speech Manager …
Looks like there are a couple of issues, depending on whether your Interaction blocks gameplay or not.
I'll fix both for the next release, but you should be able to fix it when Interactions block gameplay by opening up the NineVerbsInterface script…
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Triggers have two means of detecting objects.
Set its Detection method to Transform Position, and detection will be based on the origin position of the Player - the Rigidbody is not necessary.
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I'm not clear - is this in an effort t…
It's a case of no "Render Camera" assigned in the component, which isn't possible in the prefab as the MainCamera is part of the scene.
You just need a script that assigns this at runtime:
using UnityEngine;public class AssignCameraToCan…
Welcome to the community, @ch4run.
You're doing nothing wrong - it looks like a bug with the Nine Verbs interface.
I've recreated the issue and will look into it. I will update this thread with my findings, thanks for the bug report and apologies…