Thanks, with this I've found the issue.
Open up AC's PlayerInput script, and look for line 1603:
return Input.anyKey;
Replace with:
return Input.anyKeyDown;
In-scene Menus reference a specific UI Canvas in the scene, as opposed to a prefab that has a separate instance each time it is spawned in.
Can you elaborate on the need for use of the In Scene option, as opposed to Prefab? I might be able to sugg…
The video's too low-res for me to make out the "AC Status" box in the corner. What is it showing at the bottom? If Movement is disabled, it should read "Movement system disabled".
Try running this Action manually in a separate…
You don't need the ActionList: Run in parallel Action - you can just run one Menu: Update content Action after the other, as they'll both run instantly.
For those Actions, you need to insert the names of the Menu and Element you want to update.
It…
Welcome to the community, @StinkyLomax. What are your AC and Unity versions?
You mention "removing its box collider" - are you referring to the Box Collider specifically, or the 2D equivalent, Box Collider 2D?
If the game isn't respondi…
Set the Action's Animation engine field to Mecanim - the "Legacy" option refers to Unity's old Animation component, whereas "Mecanim" refers to Animator.
This is with "Wrong button fails?" still unchecked?
All sounds very odd. In both Actions, clear the Menu to display (optional) fields, and instead rely on ActionList: Comment Actions to get feedback on which branches get run. Does that …
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The steps involved sound fine - though it is possible to attach a Player component to an empty GameObject in the second scene, to temporarily override the default.
I've attempted a recreation, but so far I'm not able to get the issue to occ…
Thanks for the details. It's not an issue specific to iOS, but XML serialization that AC defaults to on this platform.
A fix for this will be included in the upcoming release - along similar lines to yours.
Uncheck Can skip with mouse clicks?, and then define an input named "SkipSpeech" in your Input Manager. Map this to "mouse 0" to skip speech only with the left mouse button.
If you're pressing the keys, it should work - at least, I can't see any reason why it wouldn't.
You've set to use the Input Manager in your Project settings, as opposed to Input System?
Your "left" input is mapped to the left-arrow key - not the left mouse button.
If you want to map it to the left mouse button, set the Input's Positive Button to "mouse 0".
The "TargetHotspot" property is only automatically assigned to a Menu if its set to appear On Interaction.
If set to Manual, then you'll need to assign it manually - which can be done with the MatchInteractions function:
popupMenu.MatchI…
Regarding the inventory issue: this is with the new Events Editor? Sounds like a teething issue: the event should fire when items are added during gameplay, but not when loading save files. I'll look into it, thanks.
Regarding the sorting map iss…
The Unity version should be fine - and yes, DragAndDrop is a Unity class.
Check that your project doesn't have a script file or custom class named DragAndDrop as well. If so, assign a namespace for it - otherwise, it'll create a conflict with Unit…
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Is the issue that the second QTE does not run, or that the label does not correctly update? You can test this by having the second QTE run even if the first QTE fails, which can be done by having the first Action's "If condition is not…