I can only guess from the screenshots, but I'd expect it's because it's attached to an instance of your UI in the scene.
Attach the component to your ObjectivesUI prefab, and remove the scene instance of it - the Menu's Source is set to "Unity…
For text that you can find around a scene, I'd recommend the use of Documents over Journals - the latter being more intended for more "diary"-like mechanics, where pages are added to a single document over time.
You can use different Docu…
I'm afraid I can't reproduce this. In a backup/duplicate project, could you try this in the latest release? It may have since been fixed.
I'm assuming, however, that you're only displaying one Objective menu (list + selected) at a time. Is that …
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What approach/code specifically is working?
If things are working in the Editor, but not the Switch, it may be an Input System bug.
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Does switching Action Maps in non-AC scenes also work?
To be clear: only one Input Actions asset i…
The Pause menu's Save button auto-hides itself if saving is not possible at the time - which is normally due to a gameplay-blocking ActionList running at the time the menu opens.
What are your ActionList asset's Properties? Try setting its When ru…
How is your game played - what input device are you using?
The simulated cursor is moved using inputs named CursorHorizontal and CursorVertical - have you added these to Unity's Input Manager?
Try using ResetList instead of Kill, but you can also try Pause to later resume it.
You might find, however, that the cleanest way is to embed the behaviour at the start of your Interaction. Killing an ActionList as soon as it runs may have differ…
Could well be a bug - I'll look into it.
What are your AC/Unity versions, and are there any steps beside creating a new Objectives menu and filtering the list to a specific category?
Welcome to the community, @ENSLance.
Are you using AC's 2.5D camera perspective? This provides functionality for pre-renderered backgrounds and scene masks. The Manual's "Preparing a 2.5D scene" chapter covers the workflow, and a tutori…
How is your game played?
Your Input method is set to Keyboard Or Controller - i.e. no mouse - so any cursor you use will be simuated.
Because of this, set Cursor rendering to Software. If the cursor doesn't show, try altering the texture asset's …
Are you using AC's Input System integration available on the Downloads page?
The Action Maps are not directly referenced by AC - you'd need to call their Enable/Disable functions through script if you wish to control their enabled states.
A simila…
Have you modified AC's RuntimeInventory script? The line endings do not match my copy of v1.70.1.
Near the top of the protected Remove function, try replacing:
foreach (InvItem item in itemList){
with:
for (int i = 0; i < itemList.Count; i++…
When dealing with a Unity UI-based Menu, AC will select the first element so that it becomes navigable - but it won't handle the navigation itself. That is left to the Button component's Navigation settings.
If you want to be able to directly-navi…
Certainly impressive - though it's my understanding that ChatGPT's data isn't "live", so it won't be able to suggest up-to-date techniques and code API.
To have an ActionList asset run when a given input is pressed, you define an "Ac…
I've added an alternative to the default Conversation Action to the wiki. This lets you define a Conversation's options within the Action itself, avoiding the need to create a separate Conversation object:
https://adventure-creator.fandom.com/wiki…
Does error 1) have any stacktrace underneath?
Errors 2 and 3 are related to custom Actions. Create a new thread and share the code, and I'll take look.
Cosmetic changes aside, I'm not sure I understand how your explanation differs from the intent of the above script.
The script won't affect the Hotspot - so you can set your Hotspot's Use interaction to ignore anything to do with Inventory. The sc…