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Certainly not - the fault is mine, I apologise.
If you open up AC's MenuGraphic script, look for line 333:
int pageNumber = linkedJournal.GetCurrentPageNumber ();
Replace it with:
int pageNumber = linkedJournal.GetCurrentPageNumber () - …
The automatic animation has a couple of requirements for it to kick in:
* The Animator needs to be involved on the Canvas
* The name of the Menu needs to be assigned in the Action
If you can share screenshots of the Menu in the Menu Manager, its C…
Recreated. It looks to be down to whether or not you view the newly-created ActionList in the Editor/Inspector. If you duplicate it without viewing it, it won't generate the IDs.
I will address this in the next update - thanks for the report.
Indeed, making logic more modular with prefabs is best for making your workflow more efficient, and I encourage the use of it when possible.
The main kink when it comes to AC is that ActionLists can't (by default, see below) exist in prefabs - henc…
Welcome back, @Dave.
The Graphic element needs to be linked to a Journal element, so that it knows which Document page to refer to.
You can do this by entering in the name of the Journal element (which will need to be in the same Menu) into its Jo…
Is this to say that converting one-at-a-time (restarting Unity in between) doesn't cause such an issue?
Do the ActionLists reference the same GameObjects, or is there no difference?
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Define a new Input in Unity's InputManager named "Open Inventory", and set the Positive button to the I key.
From there, there's a couple of ways to have it open the Menu. One is to set your Inventory menu's Appear type to On Inp…
I've tried several times and cannot recreate the issue - both in the Editor and in a build.
Can you PM a save file that has the issue, with instructions on when to load it such that the issue occurs?
What version were you previously using?
Your Drag threshold value is non-zero, meaning you'll have to hold and move the mouse by that distance (as a proportion of the screen size) before an item becomes selected.
To have an item become instantly s…
Fundamentally, it's purely a texture that's associated with a page - how it's used is down to the user.
The most basic way is to create a Graphic element of the type "Page Texture" and associate it with the Journal element it should displ…
It looks like the message is technically correct - though I should re-word it to be more clear.
Your Label elements are set up to display specific Property values, but your Properties are limited to certain categories. If the selected Inventory it…
As in, changes made to the Mixer using the Sound: Set Mixer snapshot Action?
No, these will not be recorded in save-game data - at least not by default. The AudioMixer component does not provide a means to extract the exact snapshot mixture curren…
There's a couple of ways you can do this.
One way is to just have all your speech be in a single line of dialogue, and use [wait:X] tokens to separate them (X being the time to wait, in seconds).
When such a token is reached, the display text will…
"Dimmed out" as in the options are turned off? Do they remain on if you avoid use of the Dialogue: Toggle option Action to disable them?
Where is your Text Animator component located, and is that affecting it?
This Action relies on the separate "Footstep Sounds" component, which will need to be attached to your Player (either on the root or a child).
Is this component present? Running the Action will log a warning in the Console if not.