Welcome to the community, @Baychimo.
A tutorial on creating a "You have found an item" can be found here.
It's a bit involved, though, as it covers some of the more advanced AC features such as ActionList parameters and Global events. I…
If you're using Software cursor rendering (set at the top of the Cursor Manager), then each cursor's size can be set within the Cursor Manager.
For Hotspot cursors, lower the "Size" field in the "Hotspot cursor" panel.
It shouldn't come to that. You can use Unity's "Assets -> Export package.." toolbar option to create a .unitypackage file of the files.
As it's three files, you could also copy them into a new folder and zip them up - I should be able…
You can run further Actions when the Menu turns on by assigning an ActionList in its ActionList when turn on field.
You can run a Sound: Play one-shot Action in this list to play a sound effect at this time. The Chamber demo over on the Downloads …
Have you set up your Menu to be directly-navigable, and does your Menu rely on Unity UI?
The workflow depends on whether gameplay is active while the Inventory menu is being accessed.
I will need to see your Menu's properties, and the top of the M…
You'll want to make the custscene check in your Update loop, but your script implements OnMouseOver and OnMouseExit as nested functions (a function-within-a-function). These will need to be in the main body of your script for Unity to call them aut…
Oops, sorry - a small typo in the tutorial.
Set the "Menu containing Element" field to "NewItem". I'll update the tutorial with the same change - thanks for letting me know.
Would it be possible to PM me your Menu Manager asset file, it's UI prefab, and the AudioClip? It might be the best way for me to reproduce this on my end.
A Subtitle menu has additional properties that you can use to filter its display, so that it only shows for specific characters, or only when blocking/background speech is displaying.
If flavour text is only ever played in the background, you could…
To be clear, are you referring to the clicking of the left/right arrows on the sides, or using the keyboard to directly navigate your Inventory menu (as opposed to the mouse)?
The arrows on the left and right edges will only have an effect if you h…
Does the Manual specifically refer to AC.StateHandler.IsInCutscene? That'll need amending, if so.
Referencing StateHandler as a class name tells the script that you want to access a static function - that is, one that isn't tied to a specific Stat…
Which versions of AC and Unity are you using? The Events Editor is a new addition, introduced in the recent v1.78.0 release.
It also requires the use of Unity 2019.4 or later.
Thank you.
The Animator needs to be moved to the Canvas_QTE object (the root of the prefab).
However, I think it makes sense to lift this restriction. If you open up AC's ActionQTE script, look for this code block:
if (animateUI && menu.…
Thanks for the report, though I'm having trouble recreating this.
Are any other elements/menus overlapping the same area, and does it occur if you switch the Menu's Source to Adventure Creator?
Are you using AC's provided Event System, or are you …
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That's a good point.
Technically, though, an autosave is just a save with both a fixed ID/slot index - the Save: Save or load Action can still be used to automatically save the game.
This Action's Save New Game method will save a new file …