Try running the "Left_Door: Poster" interaction manually by selecting the ActionList in the Hierarchy, and clicking Run now at the top of its Inspector.
Does the Console message then appear, and is the door then working as it should when …
So the Button itself is reponsive (i.e. linking correctly to AC), it's just the appearance is incorrect?
AC shouldn't control a Button element's appearance if its linked to Unity UI - could you share details of the element's details in the Menu Man…
As the icon's transparency is tied to the cursor, I'm assuming you this is due to the Settings Manager's Highlight Hotspots based on cursor proximity? field, as opposed to a custom script.
With this setting, the icon ought to only disappear gradual…
Is the Dropdown part of an AC menu, or treated independently?
If your game uses AC's provided TMPro integration, you can link Cycle menu elements to TMP Dropdown components - allowing you to sync its value with an AC Global Variable.
To do this, e…
Is that to say no comment is appearing in the Console after adding the comment Action to the "Left_Door: Poster" Interaction?
If you click on the door without having an item selected, does it run the "Left_Door: Use" Interaction…
When calling the "Reset Scene", the open scene needs to be re-opened after having its cache data cleared - otherwise the effects of it won't be felt.
However, it's possible to reset the scene / clear the cache data of an unopened scene th…
What is the exact behaviour you get? Does using the key on the door remove it from the Inventory?
To help debug logic, you can add ActionList: Comment Actions to your ActionLists - text to enter into them will display in the Console when they're r…
It's a very old version, to be sure.
The only related issue that release ought to have, though, is that the event won't be called if the Item itself is not in the Player's Inventory.
If you open up AC's RuntimeInventory script, look for the SetNul…
Looks good - but you'll need to check the value of "tokenKey" before parsing it, so that you don't run the code for other tokens, e.g. [wait].
using UnityEngine;using AC;public class SpeechTokenMonitor : MonoBehaviour{ private void OnE…
Looks like a bug - thanks for the report.
I'll look into it, but I'd still recommend you rely on the dedicated Sound: Play music Action, which simplifies the workflow by removing the need for a dedicated Sound object in the scene. This Action allo…
Which field(s) specifically are you looking to control?
To affect the Settings Manager's "Input method", you'll need a custom script to handle this - but you can call your custom function as part of your ActionList. A tutorial on this to…
I've removed the link to your script - please do not post AC's source code in public.
The behaviour you describe is as I understood it. You mentioned "it works on the double click", which is intended - the double-click should prevent the…
The Manual's "Character animation (Sprites Unity Complex)" chapter details the values that the "Direction integer" and "Body angle float" parameters can take.
The "Direction integer" essentially divides the 3…
Your ActionList logic doesn't rely on "unlocking" the door with the key exactly - it looks like it's instead a case of the door becoming unlocked automatically once the "Door_poster" Hotspot is interacted with. Is this your inte…
The code looks fine - and it works on my end, provided the Inventory menu it's attached to is always enabled, as you've described.
What's your AC version, and what's the result of attaching it to an empty GameObject in the scene?
Asset-based Action fields normally rely on AC's Constant ID system to allow reference to scene objects. The Object: Call event Action, however, relies on Unity's event system - which doesn't allow for this.
The alternative Action to use here is th…
What is the Menu's Appear type set to? If you make the "show them something" sequence a cutscene, and the Menu is shown during this time, then it should be non-interactive unless you check the Clickable in cutscenes? option.
You can adju…