I understood your issue - my suggestion is a workaround to the lack of an "Add to front" option for Documents.
I can certainly look into providing such an option in an update, but the ReverseVerticalLayoutGroup component I linked to above…
Did you opt to import the default AC interface when running the New Game Wizard? That should give you some default cursor icons.
If not, you can create them manually within the Cursor Manager. Just scroll down to the "Interaction icons"…
Check that the GameObject with the floor's Collider is on the NavMesh layer - in the 3D Tutorial's case, this should be the "Platform" object.
A text tutorial on setting up a 3D scene's navigation can be found here.
See the "Upgrade notes" section for v1.80 - there's been a number of important changes in this major release.
Text Mesh Pro support is now a per-Menu option. Check Use TMPro components? in each Menu's Properties panel to have it refer to…
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I need to look into providing a Copy function of sorts.
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You'd need to switch - but I recommend doing so anyway as Unity UI menus offer more styling flexibility, with AC menus generally better for rapid-prototyping.
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Having a…
It sounds like you just need to attach the "Set Interaction Parameters" component to the Hotspot - which allows you to assign values to all parameters associated with a given interaction.
Thanks for the details.
I've recreated the issue, but there appear to be issues with Unity's ability to extract files/classes from the Package folder in the same way they can be from Assets.
A few notes / suggestions:
* Copying the Autosave is feasible, but - unless I'm misunderstanding - would need the game to be saved before each time you open the Menu, regardless of whether or not the user ultimately chooses to.
* ActionLists will c…
Welcome to the community, @MikeH.
The Hotspot label can be used to help inform the user if a Hotspot is selected, but to specifically show an icon: there's a couple of ways to do it.
The "quick-and-dirty" method is to create a separate M…
Thanks, and apologies once more.
In MenuElement, find the Shift function starting line 975, and insert the following at the top, line 977:
if (canBeLooped && arraySize < maxSlots) return;
There is also an issue with the Shift Left/Righ…
Inventory items can be placed in the scene via the Inventory: Scene item Action - see this tutorial. However, AC itself isn't geared specifically towards the game style you're describing.
It is possible to limit the use of Inventory items on certa…
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In the case of Objectives and Documents: AC records the "active" ones independently of when/how they might be displayed. To remove their display, you'll need to manually de-select them via the DeselectObjective and CloseDocument f…
Is it the "Right Click" active input you have defined, or the InteractionB input?
If InteractionB, which behaviour of it specifically are you looking to disable? The examining of Hotspots?
Switch over your Menu's Source to Unity UI Prefab, if not already, so that the Menu's rendering is handled by Unity UI components.
You can then reverse the order using layout components. There's a couple of ways you can do this:
* Use a Vertical …
I'm not sure its so noticeable in the video as in the Editor due to compression, but what you're describing may be down to your project's graphics settings rather than AC.
If you use an Animator component / AnimationClip asset to move the same spri…
Recreated.
To fix, open up AC's MenuInventoryBox script, and replace line 1837:
if (canBeLooped)
with:
if (canBeLooped && newItemList.Count >= maxSlots)
With AC-sourced menus, a texture is necessary.
IIRC Unity's svg importer only allows for use in UI components by rastersing the vector graphic, but you may be able to find an extension somewhere. AC wouldn't need to be involved, however, since UI-…
Either should work, but it's worth trying. The equivalent would be:
GlobalVariables.SetIntegerValue (15, GlobalVariables.GetIntegerValue (14));
What's your AC version, and are the variable values also wrong when displayed in the Variables Manager…
I may have misunderstood the issue. Are you referring to the slight vertical jump the camera makes as the Player turns around?
That's likely due to the Player making a (very small) change in vertical position as they change direction, combined wit…
The fix you mention only relates to the starting inventory of each player, i.e. each Item's Carry on start? property.
To have each Player in your game share the same Inventory, check All Players share same inventory? in the Settings Manager's Inven…