The Object: Call event Action can be used to set the "Enabled" state of a specific component, but it may be easier to embed your "ignore" condition into the custom script itself.
For example, if you want to prevent the RunAction…
Did you opt to have Unity auto-create and set up the Animator?
Double-check the transitions have the correct conditions - which animations play should by determined by those, and those alone.
Is the Animator attached to / set to animate the Image …
If you're making the setting dynamic via a player-configurable option, yes - for the moment.
You can get an API reference to change the typewriter effect field through script by right-clicking the field's label. It'll be something of the form:
AC…
Your concern is valid.
All I can say right now is that I am keeping a close eye on the situation, and will make an official announcement when I have news to share.
You can duplicate or re-purpose the prefab's included "Jump" button object to create additional inputs.
For each Button, register it in the root's Joystick UI component by increasing the "# of buttons" field and assigning it in …
Welcome to the community, @Sneb.
The NPC size/ordering issues you're experiencing are a result of them being a part of the scene's Sorting Map - which will be the case for any character that has the "Follow Sorting Map" component.
The So…
By "AC Joystic", are you referring to the "UI template: Mobile joystick" template on the Downloads page?
If you're looking to have an on-screen button run an ActionList when pressed, you can do this with a Menu created in the Me…
If your NavMesh is too large, an alternative to the breaking it down is to switch your pathfinding algorithm to A*.
Movement with this algorithm is a little different to the built-in one, but performance is considerably better. An integration for …
Apologies, I misread your previous post. Ignore my comments about "Selected", they were incorrect.
Check your "live" Animator at runtime - is the Highlighted animation playing, but without it affecting anything visually, or is …
By "set to OFF", are you specifically referring to the "Current state: OFF" message that appears in the Inspector of a disabled Hotspot?
What layer is the Hotspot on, and do you have Place distant Hotspots on separate layer? che…
Thanks for the details - though it's not the Subtitles menu I'm after, but the Subtitles panel at the top of the Speech Manager. This is what determines the length that such text is displayed.
Quite right - it's related to the "maxVisibleCharacters" property, which AC is indeed controlling. Apologies for passing the buck prematurely.
The issue specifically is that AC will affect this property when the Label element's TMPro Typ…
Could you share images to illustrate the situation, and what is your game's "Movement method" set to?
The spinning sounds related to the Rigidbody 2D - check the Freeze Rotation option in its Inspector to prevent unwanted rotations.
The …
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Is that due to scripting, or use of the "Display subtitles forever" option?
There are a few factors at play when it comes to calculating the duration of subtitle text. If you can share the following, I'll see if I can recreate th…
And the Menu is linked to TMPro via the TextMeshProIsPresent scripting define symbol?
If the text is present in the TMPro component's Text field, then it looks like AC side of things is working.
Try unchecking Auto Size and play with the Font Size…
Do both cases involve the use of scripting?
If you access a Menu via MenuManager, you'll get the original Menu that you work with in the Editor. This is not the same as the Menu in game, which exists in the PlayerMenus class.
Replace KickStarter.…
The Character: Hold object can be used to place an item in the Player's hand - this can be both an item in the scene, or a prefab linked to an Inventory item that gets spawned in at runtime.
The 3D Demo uses this technique when the Player uses the …
I can - though you mentioned issues when repeatedly clicking Hotspots with this. Are those still present, or are there steps you can provide to recreate?
One technique is to attach a Trigger to the NPC that is used to detect the Player's proximity. It doesn't account for walls etc, but an example of this can be found here in the 2.5D tutorial.
The most robust way to currently achieve this would be …