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ChrisIceBox

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ChrisIceBox
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  • The component is right, the Manual is wrong - thanks for letting me know. Attach the component to the root, and assign the immediate child as the "Transform to control" - this should be the same as the Menu's "RectTransform boundary&…
  • My apologies. I think there may be some confusion between us about what icon you're seeing. If it's not the Menu, and it's following the cursor - then what you're seeing is likely the cursor. The Cursor Manager has settings that determine what gr…
  • To be clear: is it always the same lines that don't work? It sounds like an issue with them not being discoverable in Resources. Check that their filenames aren't shared with any other asset, and that they're in the same Resources folder as the ot…
  • From what you describe, it sounds like the update will be the best way to handle this - look out for it in the next week or so.
  • Then the Hotspot's "Position" setting is set to "Follow Cursor". Again, you can access the Hotspot's properties within the Menu Manager.
  • The Hotspot menu's properties are in the Menu Manager - not the Settings Manager. Select "Menu" at the top of the AC Game Editor window, and then choose "Hotspot" from the list of Menus below. That will display the properties o…
  • (Quote) The "ActionList when turn off" Menu property would run at this time, but it doesn't provide a way to react to specific Containers. I shall give this some thought and see if something can be done about this. (Quote) I'm not follow…
  • If the Speaker is set to "none", then the speech line is considered to be narration. Subtitle menus have filtering options to have them be displayed only for lines that have a speaker, or those that are narration. Duplicate your Subtitle…
  • What platforms are you looking to build to, and what is your game's "Interaction method" set to? A new feature planned for the v1.78 update is the option to have Hotspot react when releasing a tap, as opposed to starting a tap. With this…
  • I wonder if that's a case of it being too close to the camera, as you're dealing with a 3D physics system inside a 2D game, where camera distance isn't otherwise an issue. That's the only guess I can make, however. I'd need to see the scene for my…
  • It's possible to access AC variables through external scripting - see the Manual's "Variable scripting" chapter for details. It's also possible to use scripting to link AC variables to external sources - the Manual's "Variable linkin…
  • Looks like it should appear in the centre, then. What's the position of the Hotspot menu if you assign the Hotspot itself into its own Centre-point override field? Also bear in mind that the way the Hotspot menu positions itself is configurable. …
  • What is your AC version, and is the game running in the first language, or a translation? If the Variable can be translated, check the Speech Manager for the "Variable: Set" Action's new text - it may be that the translation itself is emp…
  • A game's Menus are listed in the Menu Manager - the default Inventory menu is listed as "Inventory". To remove a Menu, you can either click the cog icon to the right of it and choose "Delete" to delete it entirely, or simply loc…
  • What is your AC version, and when locked to a track, what is the Track's Movement input mode set to? Are any other Colliders involved that may be blocking the mouse input? This may be an issue best resolved by seeing it for myself. If you can cre…
  • What components are attached to the Hotspot's GameObject? AC will try to "guess" the centre of a Hotspot by examining its collider. The "Centre-point override" field, as @snan points out, can be used to override this if it's wr…
  • Hard to say - where are you placing the script, and are you manually enabling/disabling it? Here's a variant that shouldn't give a Console error, but the behaviour is slightly different: using AC;using UnityEngine;public class ClickUpInteract2D : …
  • To fix this manually, without updating, open up AC's GVar script and replace line 766: KickStarter.eventManager.Call_OnVariableChange (this); with: if (KickStarter.eventManager) KickStarter.eventManager.Call_OnVariableChange (this);
  • I can confirm the next update will include ability to re-colour items in a Collected Documents element if they have been read.
  • Both the Object: Send message and Object: Call event Actions require a GameObject to work - you can't assign the script asset file directly. You need to assign the GameObject that has the SkinSetter component on it. You're almost ther with the sec…
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