If the Action checked Open in set element? checked, then the supplied Menu should turn - provided its Appear type is set to Manual.
However, any Menu that has an Appear type set to During Conversation will also turn on at this time. You'll need to…
Glad to hear it!
If you'd like to make it slightly less hacky: I've updated the template's package on the Downloads page, to allow for unwanted UI objects to be removed completely.
To remove "missing element" warnings in the Console, you…
Welcome to the community, @arcadekitten.
The Graphic Options template is actually an extension of this tutorial, which covers the process of adding a custom option through custom script.
The template's Graphic Options component requires that all o…
No, and I'm not sure why there'd be a difference in builds vs play mode.
The EventSystem is present in one of three ways:
* AC generates its own automatically
* A custom EventSystem prefab is assigned in the Menu Manager, and will override 1.
* An…
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I wouldn't be so sure.
The Software cursor should be scaled by the width - but this ought to be the playable width rather than the physical width. Perhaps I misused the word "screen" earlier.
I will look into this.
Try it with a custom variant of AutoCorrectUIDimensions - it's not referenced externally, so can be replaced without interference.
If you just wanted to offset the UI Hotspot label by a fixed amount, another option would be to just move the Text ob…
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This component can be used to have a Menu's position account for AC-enforced screen borders. I'd like to double-check the documentation - where does the Manual suggest it be removed?
That component works by adjusting the Anchor Points of the RectTransform boundary when the screen size is changed.
You could duplicate it and add a public offset to its ConvertToPlayableSpace function, but it would only be suitable for "edge&q…
You will need to share screenshots that show your setup.
Bear in mind that the player's ability to scroll comes from dragging the ScrollView itself - not the Vertical Scroll Bar.
Again, please give as much detail as you can regarding how you want …
You can precede use of the Inventory: Add or remove Action with an Inventory: Check Action to determine if they are carrying less than a given amount.
If so, add the item. Otherwise, branch it off to a Dialogue: Play speech Action to give a standa…
Thanks for the report - page IDs should be shown, but currently aren't. I will correct this in the next update.
In the meantime, you can set the Speech Manager's "Type filter" to "Document" to get a list of all gathered page te…
Thanks for the bug report. You can fix it by opening AC's Char.cs script, and replace line 470:
ACDebug.LogWarning ("Character " + GetName (0) + " has a NavMesh Agent, but no NavMesh Agent Integration component - unless you are usin…
If you place your Player manually inside a scene file, its state will be treated independently from other scenes.
You will need to allow AC to spawn the Player automatically, so that it is persistent across your scenes.
Where are you adding such a line, and what are your versions of AC, Unity, and Addressables?
Are the save files made after the enabling of the addressable-loading option, and what are the scene filenames vs their Addressable key names?
Have you added Constant ID components to all the GameCameras that could be active during gameplay?
No programming should be necessary - adding the components should be enough.
I'll need to see screenshots of your situation to understand what's goi…
AC's save system works by using specific component types to inform it of which objects you wish to have data saved for.
In order for a camera to be "visible" to the save system, it must have an associated Constant ID value. You should fi…
What is the Menu's Appear type set to?
If Manual, it should only turn on either due to a custom script, or use of the Menu: Change state Action.
You can find references to the Menu by clicking the cog beside it in the Menu Manager and choosing &qu…