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Check Display subtitles forever until user skips it? in the Speech Manager's "Subtitles" panel.
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Run the Object: Send message Action inside the Trigger's ActionList, passing in the "Turn Off" command to itself.
T…
I'm not clear on how you'd have an input field work with drag-and-drop inventory - do you need it like this? I'd imagine an easier way would be to use e.g. the mouse scrollwheel to increase/decrease the stack once the player holds the mouse over an…
You can have your custom Action override the AssignParentList function, but bear in mind that it wouldn't be suitable for instances of the Action that are run inside ActionList asset files:
private Transform ownTransform;public override void Assign…
Apologies - a change made without considering all side-effects.
I'll look into it further, and may revert back in the next release. In the meantime, open PlayerMenus and replace line 2189:
if (mouseOverMenu != null && (lastElementIdentifi…
using UnityEngine;using System.Collections.Generic;using AC;public class DrawMask : MonoBehaviour{ public AudioSource _audioSource; public Hotspot hotspot; public GameObject maskToCopy; public float zDepth = 10f; public float minDista…
What are your AC/Unity versions, and what assets/components/settings are involved in rendering the subtitles? The waving animation isn't a part of AC, but is waiting for the scrolling to complete.
Best to see screenshots of your Speech Manager, Su…
If the custom script is a MonoBehaviour attached to the Hotspot itself, you can access its gameObject from within. Is your custom script a custom Action, or a regular MonoBehaviour?
AC separates the input used for movement and Hotspot interactions: even with Direct movement, which relies on a keyboard for input, you can still use the mouse to interact with Hotspots - just set the Input method to Keyboard And Controller.
If thi…
They're two separate objects - though they may derive from the same prefab, at runtime Unity will break these connections and they'll be totally independent.
Since you're just dealing with the name change, though, you can just use a Global String V…
Welcome to the community, @JamesArndt.
Thanks for posting, and apologies for the spam auto-flagging - I've verified your account so that should be the end of it.
"Run in parallel" as in simultaneously?
Interactions are intended to be run separately - based on the way the Player chooses to interact with the Hotspot, e.g. "Look at", "Talk to" etc.
How these interactions are chos…
Welcome to the community, @spacecoyote.
The "PlayerStart has no camera" warning message at the bottom suggests your Settings Manager's Movement method is not set to First Person - is this the case?
If you're altering your Movement method…
This variant provides a dedicated "Distance to Hotspot" field that affects how close you need to click for the Hotspot to turn on, as well as a way to avoid repeated spawns:
using UnityEngine;using System.Collections.Generic;using AC;publ…
As in, Menus with AC as their Source option?
I'd recommend relying on Unity UI, but otherwise you can rely on Global String Variables for each text, use Label elements to show their values, and then update the variable values instead:
using UnityE…
You'd need to attach a script to the Text box that references the Input Action and reads its human-readable value:
using UnityEngine;using UnityEngine.InputSystem;using UnityEngine.UI;public class DynamicInputText : MonoBehaviour{ public InputAc…
Nice, glad to hear things are getting there.
I'll need a bit more detail, though. Is this a case of right-clicking the item within the new window?
If you can share screenshots that show an example, it'll help clarify the situation.
If you still have the custom Action type installed within the Actions Manager, you can click the cog icon beside it to have AC search for all references to it.