I'll see this added as part of the next release.
If you want to add this manually in the meantime, add "Editor" to the Enum script's PlatformType enum (around line 200), and then add the following into the ActionPlatformCheck Action's Run…
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I'm not sure if Naninovel's integration for AC includes this already. If not, it'd be a case of serializing its data into an AC Global String variable before saving, and then de-serializing that string after loading.
A tutorial on this top…
The issue looks to be to do with its affecting of "Camera.main", which will refer to AC's MainCamera.
AC's MainCamera works by attaching itself to the active "GameCamera", which involves copying over its values each frame - this…
Version 1.77.4:
Upgrade notes
* Changed: Software cursor sizes are now based on the width of the playable screen, rather than the entire screen
* Added: Option to duplicate the Hotspot Menu for each Hotspot it displays for
* Added: The "M…
UI Buttons in AC menus don't necessarily need to be linked to the Menu Manager as "Button elements".
If your Pause menu uses Unity UI as its Source, then you can remove them from the Menu's list of elements, and attach Naninovel's own But…
What are you using Addressables to reference?
Please share as much detail as you can about the situation. When Addressables are involved, references are often duplicated so another means may be neceessary.
Are you using any other Input-related packages, scripts or assets? I'm afraid I can't recreate the issue - it's working on my end.
However, since the script above was written, it's now possible to override inputs at the moment they're requested - …
If Player1 is always in Scene B, you might not need to run the Player: Teleport inactive Action. Any non-default Player listed in the Settings Manager can have their starting scene/position data set by clicking the cog icon to the right of their pr…
Welcome to the community, @devilx3.
You can achieve this by checking Single 'Use' interaction? in the Inspector of the Hotspots you wish to simplify the interaction for.
When checked, the Hotspot will behave similar to "Context Sensitive"…
For AC-sourced Menus, yes - that's the intended behaviour of the click texture.
The behaviour you're describing is that of Unity UI - which AC can rely on by setting the Menu's Source to Unity Ui Prefab. When using Unity UI, you can set a UI Butto…
You can't carry negative amounts of an inventory item.
Inventory items can be assigned properties - which can be modified through script - but the amount owed by the player to a bank is best represented with a Global Variable, leaving the amount of…
The Manual's "Standard Actions" chapter describes the function of each Action, and the Editor itself is covered in "The ActionList Editor".
Suggestions are welcome for further information, however - is there something specific y…
The cusor can be locked and unlocked at runtime. To hide the cursor when it is locked, check Hide cursor when locked? in the Settings Manager's "Interface settings" panel.
The cursor can also be locked by default here by checking Lock cu…
Open the Menu Manager and select the Conversation menu. The next part depends on the Menu's "Source" property, which controls how it is rendered.
If set to Adventure Creator, select DialogueList from its list of elements below. The gree…
A two-finger tap on mobile should register as a right-click. Rewired may not be communicating this to AC, however. If drag-and-drop doesn't work, test the behaviour without the involvement of Rewired to pinpoint the issue.