You can't pause the effects of the cursor on the camera - reducing the panning factor or disabling it will cause the camera to revert to its original position.
You'd instead have to switch to a separate Camera that's positioned over the Hotspot.
T…
Uncheck Mouse clicks have default functionality? in the Settings Manager, and then map your "CustomInteraction" input to "mouse 0" in the Input Manager.
What are your AC and Unity versions, and can you share an image of your Settings Manager?
You could rely on custom scripting to detect two fingers over an inventory, but an alternative would be to rely on the Can drop an Item onto itself to Examine…
When gathering text, you should keep all scenes included in the process - you could start with just gathering scenes 1 and 2, but when it comes to 3 and 4, you should include 1 and 2 as well, since they've already been gathered.
Otherwise, AC will …
The Direct-nav in-game Menus? option isn't a per-Menu option - so you'll need to uncheck it if you want to switch over to mouse movement.
Fundamentally, the Interaction and Inventory menus should both work during gameplay with the mouse - and fire …
Variable assignments need to be made within functions - not as part of their declaration.
Move these to your Start function, i.e.:
public GVar Currentstatnumber;void Start (){ Currentstatnumber = GlobalVariables.GetVariable(126);}
Did you update your script with the one above? That was the issue I mentioned fixing.
If the items aren't in your inventory, the script can also be adapted to simply add them to the crafting menu without taking them from the Player's inventory:
u…
Thanks for the video - though I can't find the point at which the original background is hidden. It looks like the game ends before it's shown at 8:28. Am I looking in the wrong place?
When the background becomes grey, it looks like it's still in…
Could you share details on exactly how you want your player-switching mechanic to work?
Generall speaking, the Replace old Player's position option is intended for costume changes - where it's narratively the same character, only they use a differe…
You'd need to rely on Unity UI for this, as the styling options for "AC"-sourced Menus don't have this level of fine-tuning.
The default Inventory menu has a UI counterpart - just switch its Source property to Unity Ui Prefab, and then ed…
The script's outdated - you can now call the OverrideLockedCursorPosition function to set the position without the need for subclassing:
using UnityEngine;using AC;public class FreezeLockedCursor : MonoBehaviour{ void Update () { KickS…
Looks correct - are the items being removed from your regular Inventory?
I just noticed a minor issue with the script - it may not fix the issue, but you'll need to replace it to avoid another.
If the issue remains, add some Debug.Log statements t…
Thanks for the details - the images are showing just fine.
We can come up with a workaround to help keep any necessary changes to a minimum, but we'll first need to learn exactly what's going on in the first place.
Double-check that the background…
The tutorial only covers the basics of overriding AC's inputs, as its relies on Unity's legacy Input Manager - which isn't well-suited to runtime changes.
The new Input System, however, does make this more viable.
In a test project, have a look at…
It depends a little on the specifics of the scene.
Is the ground totally flat, and/or are the NPCs to stick to the ground at all times?
If they do, you could use a script to snap their position to the ground, but it may be that Unity's physics sys…