Each of the default Menus will have a Unity UI counterpart already set up - even if you chose "Default AC" in the New Game Wizard.
You can switch over to them by selecting each Menu in turn, and setting their Source property to Unity Ui P…
Welcome to the community, @acercandrito.
AC can be used in existing projects - but I'd recommend trying AC out in a fresh project first, just to familiarise yourself with how it works.
The 3D Primer tutorial, which uses Direct control in the same …
The Drag element is quite basic, and has long been superceded by Unity's own ScrollView component.
In a fresh scene, without converting it to AC using the Scene Manager, choose "GameObject -> UI -> ScrollView" from the top toolbar, …
I can't recreate the problem, and I see no issues with the settings.
Does it change to Left if you swap the two QTE Actions around?
What are your AC/Unity versions, and what are your QTE Menu's properties?
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If a "Pause Gameplay" ActionList doesn't run over multiple frames (e.g. it just displays a comment and nothing else), then it won't block gameplay.
You can check if the game is currently in Cutscene mode - and the reason for it - …
Try unchecking Move with Rigidbody? in their NPC Inspector.
Otherwise, if making the Rigidbody non-kinematic works, it may need to be a case of doing so and raising the mass to prevent pushing.
It's also possible to replace the Rigidbody + Capsule…
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I was referring to "two instances" of the same Action type, rather than two separate ActionLists.
Create a new ActionList asset, define an Inventory Item parameter in its properties, and add to it two copies of the Menu: Update co…
By "going straight through", do you mean they end up underneath the stairs?
Check the Collider attached to the stairs, though I'd expect it should be OK if the Player can move up as well.
What are the movement settings for the NPC? Shar…
You're welcome - reducing workarounds and adding flexibility was my hope with the event system.
Containers will be hidden automatically during cutscenes. Is the ActionList's When running field set to Run In Background, so as not to interrupt gamep…
Thanks for the details - it might need a custom script, though I'll give some thought to the possibility of this being handled within AC. Leave with me - I'll think on this.
Be sure to remove AC's Particle Switch component, and check "Play On Awake" in the Particle System component. Then disable the GameObject, so that it is only active during the Timeline.
The particles should then display - but this is not…
Unity can play back video with the Video Player component. If you set the Render Mode to Camera Near Plane, it'll play in front of your scene.
For transparent effects, however, you're probably better off using either sprite animations or particles…
Are these items separate from your "regular" Inventory? If so, you can use Categories to filter their display between Menus.
In the Inventory Menu's "Categories" tab, define two Categories - Default and Music Track (or whatever…
What are your AC/Unity versions, and how tall is the character in Unity units?
If the character is much larger than "real world" scale, you may need to increase the Destination accuracy slider in the Settings Manager.
For building NavMes…
Does the NPC respond to the Character: Move to point Action, commanded to move to a specific Marker in the scene?
If not, does the Player respond to this Action, with Wait until finish? Action?
What does your NPC's full Inspector look like?
Custom Actions are possible - this tutorial covers the process.
To override the Inventory menu's behaviour, set the InventoryBox element's Inventory box type property to Custom Script. This disables the default click behaviour, allowing it to be s…
It's a simple change, but it could have unintended consequences elsewhere. I will look into it.
To clarify: the fundamental issue is that you want to update a Local variable's value before the scene-change?