The Converation script's AllOptionsBeenChosen function can be used to determine this.
This can be run when a Conversation begins via the OnStartConversation event, and then made to run an ActionList that displays a Menu popup.
Example script, atta…
Welcome the community, @LunchTime.
My apologies - the package was recently updated, but the wrong files were included. Thanks for the alert.
I have corrected the package. You'll first need to navigate to /Assets/AdventureCreator/Scripts, and del…
It appears this is a Unity bug - others are experiencing it with other windows here:
https://forum.unity.com/threads/editor-ui-completely-broken-and-unresponsive-in-fullscreen-mode.1550411/
The detection method is independent of icon display.
Check the Hotspot menu's Position field - if set to Follow Cursor, and your cursor is locked in the centre, then it'll appear in the centre as well.
You can set it instead to On Hotspot to show …
This may be a Unity issue than one specific to AC.
If an object's visibility is affected by camera orientation, check the mesh's bounding box - as Unity can hide meshes automatically if it detects the box is out of view.
Check also that the Animat…
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Events are the best way to inject custom functionality, yes. Though, you're also able to use the Events Editor to run ActionLists if you prefer to avoid scripting.
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No, affecting the Player-switching option at runtime should be avoi…
Welcome to the community, @eddieohio.
The Hotspot's label appears in the Hotspot menu. If you don't need to show it, you can delete or lock it from the Menu Manager.
Hotspot icons can be configured under the "Hotspot" section of the Set…
There is a DeletaAllInCategory function, that you can access through script:
int categoryID = 12;AC.KickStarter.runtimeInventory.PlayerInvCollection.DeleteAllInCategory (categoryID);
Adding this as an option to the Inventory: Add or remove Action …
It depends on what way exactly you want to customise things.
If you're talking about the styling of the menu, it's a case of editing the UI prefab as with any other menu.
Or are you trying to edit the string format of the save label itself?
Replace the script's ProcessClickUp function with the following:
void ProcessClickUp(Vector2 mousePosition){ if (KickStarter.playerMenus.IsMouseOverMenu()) return; if (!KickStarter.stateHandler.IsInGameplay ()) return; Hotspot hotspot = Ki…
If you have Drag and drop inventory interface? checked, then it should be that the interaction is run by releasing the click/tap over the Hotspot.
I don't recommend the interaction running automatically by simply moving the item over to a Hotspot, …
Welcome to the community, @Merkeyz.
The easiest way to do this is to surround the Menu with invisible "Button" elements that turn the Menu off when clicked.
This can either be done by:
* Extending your Menu to be full-screen (keeping th…
I can't recreate such behaviour.
What platform are you working on, are any possibly-conflicting assets also present, and does this occur for you in a fresh project?
AC doesn't make such assumptions about how the game is played depending on input method. You can still use a simulated cursor when using a controller - allowing for e.g. point-and-click games with a gamepad.
Separate options for direct-navigation …
The ConvertTokens function can be used in custom scripts to manually replace tokens with their variable values.
The brute-force technique would be to set this in an Update loop, i.e.:
using UnityEngine;public class TMProTokenText : MonoBehaviour{ …