You can still have a GameObject be part of a Menu, if you use Unity UI.
However, if it's completely detached from the Menu system, you can use a custom script to get the variable token text:
string newText = AC.AdvGame.ConvertTokens ("[var:1]…
What's the exact behaviour that occurs - that the Menu fails to turn on, or turns on and then off immediately?
What are your AC/Unity versions, and what platform are you building to?
Is there a discernible difference between scenes that work vs th…
Thanks for the project - I've looked into it and uncovered what's been going on.
Essentially, it's to do with the fact that any assets referenced by an Addressable scene will be duplicated in memory by Unity. The ActionList: Set parameter Actions,…
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The Engine: Manage systems Action can be used to disable the Interaction system.
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By default, the default "Menu" button will display during gameplay because its Appear type is set to During Gameplay.
When a Menu is locked,…
The lack of Subtitles won't prevent the events from firing.
Place Debug.Log statements inside the event functions to confirm this - they should show regardless.
It requires scripting, but it's possible.
Is this a Global Variable? Essentially, you'd need to extract the variable data for each save file as the Load menu is populated, and then display that in a Text box associated with that save slot.
The Sa…
Can't recreate an issue on my end - could you share the properties of your Input Manager's "Horizontal" input?
Also, open up AC's MenuSlider.cs, and replace the two instances of 0.02f with Time.unscaledDeltaTime - does that improve behavi…
Is your Inventory menu turned on when the player chooses to access it, or is it shown at all times?
Typically this'd be done by creating a separate Hotspot menu with a different "Position type" setting, locking it by default, and unlockin…
It depends on the finer details about how its presented.
Is it enlarging by itself (i.e. a magic lock), or is it getting bigger on account of the camera zooming in? Is it 2D or 3D, and is the enlargement animated?
Typically speaking, you wouldn't…
Thank you.
Are you directly navigating the Menu, or using the mouse, and is there an Event System object in the scene - or is AC spawning one at runtime?
What are your AC/Unity versions, is the game paused at the time, and does it work if you swit…
When using Unity UI, each of the fields you assign in the Unity UI Cursor component are optional.
If you assign the RawImage, then it'll be set to the selected cursor's texture - but further changes can be made on top of this, such as resizing.
Th…
The Engine: Manage systems Action can be used to disable AC's Movement system altogether, but the Player: Constrain Action can be used to limit the Player's movement in a given direction.
Alternatively, you can set the Player's Motion control field…
I'm afraid the link is private - could you make it public or share images on imgur?
Is the game paused at the time, and does it work if you switch to Unity UI Prefab?
It depends on how you run the ActionList it mentions.
Are you pausing the ActionList midway through, or needing to save its parameter values at runtime? If not, the warnings should be safe to ignore.
The Player: Constrain Action can be used to prevent the Player from being able to move.
You can add this Action to the Menu's ActionList when turn on asset to disable their Up/Down/Left/Right movement states, and another to the Menu's "turn of…
The Software cursor's size is relative to the screen's width. If you want to keep it fixed, use Hardware.
If you want total control over the way it reacts to the screen size, use Unity UI, as you can then rely on a Canvas Scaler component that mat…