Using the settings from your earlier screenshot, I cannot recreate this behaviour. Did you test this behaviour in the current release in the way mentioned above?
What are your AC/Unity version numbers?
It sounds like the Hotspot Menu's HotspotLabel element has somehow become detached from its Unity UI Text component.
To re-link it, go to the Menu Manager and select the Hotspot menu that you'll have needed …
The process involved is AC's auto-saving of ActionLists in the scene.
You can disable this by setting the Interval time to zero in the "Adventure Creator" section of the Project settings - but it shouldn't take this long.
Are you using a…
Are the "save" icons, shown on GameObjects that have Remember components attached, also not showing?
The display of AC's Hierarchy icons can be configued in the Adventure Creator section of your game's Project settings ("Edit -> P…
Let's try a different approach.
Before, the threshold was based on the screen distance between the mouse and the Player.
Instead, let's try having it lerp between a fixed range, based on "how much further above" the cursor is than the Pl…
Presumably, each of the "clickable locations" on these items are in different places? If you can share screenshots of a typical item, it'll help me get a more exact handle on the situation.
There's a couple of main ways you could go abou…
With the way Unity's Animator system works, you can't associate a "delay" with an animation state - instead, you'll have to play a different animation as above, but have that animation just be a loop of the regular Idle animation's first f…
Thanks for the details - though I can't recreate the behaviour.
Let's make sure we're working with the same tweaks to NavMeshAgentIntegration - I'll PM you a link to the updated one.
It's due to this amendment in the Changelog:
* Changed: The OnFinishLoading custom event now takes an integer parameter for the loaded save-file's ID
In both scripts, replace the line:
private void OnFinishLoading (int saveID)
with:
private voi…
The "No lines with translations?" option should remove any line that has any translation text associated with it - so that only lines that have no translation are present.
What is the behaviour you're getting, vs the behaviour you're expe…
The other approach would be to make them interactable, but unresponsive. That same line could be replaced with e.g.:
var colors = button.colors;colors.normalColor = condition.ConditionIsMet () ? Color.green : Color.red;button.colors = colors;
whi…
I will add an option to continue to spawn the Click marker if the Player moves due to the holding-down of the mouse button to pathfind when using Straight To Cursor movement.
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I cannot recreate such behaviour - check that this is still the i…
Addressable support for translated speech audio was introduced in v1.74 - you'll need to update your AC version to be able to make use of this feature.
If you use the "Adventure Creator" source option, then speech input will take precendence.
Does your Menu rely on Unity UI as its Source? That should allow speech input to occur alongside Menu input.
What are your AC/Unity versions, and what is the exact behaviour that you're expecting but not getting?
If you're looking to have the right-click cycle through the various modes, you'll want to set your Interaction method to Choose Interaction Then…