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It's listed at the bottom of each Manager, as well as in AC's "About" window available in the top toolbar.
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Though they are set within their own Editor window, music track data is stored within the Settings Manager. So lon…
I see nothing wrong - when are you calling the function, and what is your Menu's Source set to?
Does the item have an "Active" texture assigned in its properties? That will override the "Main" graphic when selected.
You can define Music tracks (with labels) in the Editor, but leave the actual "Clip" asset field blank - and populate it at runtime via a custom script.
As with any Manager/Editor field, you can get an API reference to it by right-clickin…
If it's in the same place in every scene, it may be from the Menu - could even be the Hotspot menu itself.
Make sure that Ignore input? is checked in your Hotspot menu's properties.
The IDs match the numbers to the left of the labels, yes.
Let's try a different approach - and just force the state in LateUpdate:
using System.Collections;using UnityEngine;using AC;public class DynamicOptions : MonoBehaviour{ [SerializeField]…
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What are your Cursor Manager's "Inventory cursor" panel settings? Try checking the Only show label when over Hotspots and Inventory? option.
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The script can be updated with that functionality. Try this:
using UnityEngine…
You've specified your lip-sync method as "Rogo Lip Sync" and set the Scripting Define Symbol?
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Is there a consistency between lines that work vs those that don't, or does the same line sometimes work and sometimes not work?
Are th…
The script in this thread is for a 3D game. An equivalent for 2D would be:
using AC;using UnityEngine;public class ClickUpInteract2D : MonoBehaviour{ private void OnEnable () { KickStarter.stateHandler.SetInteractionSystem (false); } private…
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Odd, it does on my end.
As the Inventory menu only appears when the mouse is over it, however, you could try a custom script to lock the Hotspot menu whenever the Inventory menu is off, and an Item is selected:
public class AutoLockHotspot…
Options can be hidden based on what items the Player is carrying, but for something more detailed such as variable values, you'll need to rely on scripting.
If your Conversation menu relies on Unity UI, you can use scripting to control the "In…
For persistent data, Global Variables linked to Options Data are the way to go - no need for scripting.
They'll be stored as part of a Player's Profile, separate from their save-game data. By default, this'll mean its stored in PlayerPrefs.
When …
The selected item's count can be removed in the Cursor Manager's "Inventory cursor" panel.
Undearneath "Count display style", set the Size value to 0, and it will be hidden.
With a custom Action, yes:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionTagSet : Action { public GameObject objectToSet; pub…
The parameter you're using here is of the type "Inventory Item" - its value will represent the ID number of the assigned item, not the amount of that item you're carrying.
If you're always dealing with the "Coins" item, then the…
Welcome to the community, @TweedG.
Is the camera off-centre when the scene begins, or only once the Player starts moving?
Your GameCamera's "Z-axis movement" panel has a non-zero "Track freedom" value, which will allow a bit of…
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Disabling the Interaction system - which the script does - should handle that.
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The script uses AC's event system to run itself automatically - you don't need to trigger it through Actions, just keep it placed in the scene.
Events a…
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As in, the Directly-navigate Menus during Conversations? option isn't becoming checked?
If not, check the value of Input.GetAxis("Vertical") with a Debug.Log statement - AC won't strictly be involved here.
If the input is being r…