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ChrisIceBox

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ChrisIceBox
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  • As the Player will begin moving towards the Hotspot with the first click, the turning may be due to that movement command - rather than specifically due to the double-click. What you could try is attaching a script to the Hotspot that stops the Pla…
  • (Quote) This will be replaced at runtime with the AudioClip assigned in the Menu. Clicking sounds are assigned in the UI's Button element, in the Menu Manager. If you assign it there, then they should then play - provided your SFX volume is non-ze…
  • What are your AC / Unity versions? There are a couple of scrolling options in the Settings Manager - which one specifically are you unchecking, and is the text coming from a character, or narration? Is your Menu rendered with AC, or Unity UI? If …
  • When navigating a UI directly, hovering an element invokes the "Selected" state - rather than "Highlighted". With the Animation Transition option, though, you can have both of these states invoke the same trigger parameter - no …
  • Congrats on the grant, looks great! Interesting to read about the random content aspect - is that involving custom scripting?
  • The various food items can be Hotspots around the Player, clicking them adds them as items to their Inventory, and then those items can be given with to the NPC via a Hotspot interaction. Fundamentally, it's the same mechanics as picking up a key a…
  • Welcome to the community, @EridanFresh. What are your AC / Unity versions, and is the Player prevented from running once again if you go back to the first scene after visiting the second (being sure not to re-apply this lock in the first scene's On…
  • Thanks for the details. I've recreated your setup and have the same issue - looks like the GIF I posted above isn't appropriate here, after all. Apologies. The issue is to do with the assigned RectTransform boundary. It's this that AC will repos…
  • When a Menu relies on Unity UI, AC will relinquish as much visual control over it as possible, leaving it down to the way the various Button/Image etc components are arranged to handle its display. To give each slot a background texture, add an add…
  • (Quote) SetCurrentDevice relies on checking the active control scheme, which can be.. tricky to say the least, at least in my experience. IIRC it's related to devices being required as opposed to optional - though it works on my end when switching …
  • Add the Ground layer to the Player's Ground-check layer(s) field - that should stop them moving through the floor. To prevent AC's Player component from taking control over the character, set its Motion control field to Manual. To have AC take con…
  • The "Menu: Change state" Action accepts String parameters to represent the name of the Menu to affect. The "ActionList: Run" Action should work with all parameter types - if it's not working, share your AC/Unity versions, as wel…
  • Don't think of individual presets as singular values - but rather a collection of values. For a single preset, each and every Variable will have it's own associated value. For example, a Preset named "Chapter Two", intended to set all va…
  • Does the cursor remain where it should do without Rewired? If so, then yes - at least, it's possible Rewired is involved. Is the system cursor intended to be shown at all? What's your Cursor Manager's "Cursor rendering" field set to? I…
  • Great work! It's a difficult area to be sure, given the combination of input system, multi-platform, scripting, and custom needs. I'm a little hesitant to share an alternative, as I don't want to undermine your efforts, but there may indeed be an …
  • Your Trigger's Detection method is set to Rigidbody Collision, so it'll depend on the shape/position of the Collider on your Player, which will typically be around their feet. Rather than moving the Trigger up along the Y axis, just move it sideway…
  • Is this for a 2D or 3D game? In 2D, you can either use the Object: Fade sprite Action, or control the sprite's Alpha colour channel through animation, and use the Character: Animate Action to play it back. In 3D, things are a bit more complex as y…
  • Currently, Objectives in an InventoryBox are listed in the order in which they are first started. I shall look into providing options to list them by e.g. last updated, etc. Regarding the slashes being visible: the intent with the script is to hav…
  • A preset allows you to assign the values of all Global or Local Variables in one go. It's typically used when testing, and you want to set your variables to a state that they'd be in at a certain point in the game (i.e. when beginning a new chapter…
  • AC will keep track of which options have been chosen (so that it can re-colour them in the Conversation menu), and this can be accessed through script with the Conversation class's OptionWithIDHasBeenChosen function. However, the typical way to kee…
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