Because Retain in prefab? is unchecked, the Remember Animator component will generate a new Constant ID value each time it is placed in the scene.
You will need to check this option in the prefab shown at the start of your video.
Doing so won't ne…
Indeed, if it's just a case of swapping occasional words such as pronouns, you could store them as a Global variable which gets inserted into the speech text.
If you're looking for speech to be more dynamic than that, then you'd instead store infor…
To know what the issue might be, I'd need to see what you have so far. Can you share screenshots of your Settings Manager, and the properties of a typical Inventory item in the Inventory Manager?
Screenshots can be posted to imgur and linked here.
Screenshots are always helpful - in this case, images of your ActionList asset, and the Player's Animator / Inspector will help understand the situation.
When an ActionList asset file references scene objects, it does so by recording a "Consta…
All I can think is that its some combination of settings unique to your project. Was it previously working in builds, and what about other UI-based Menus?
You'll need to describe the exact behaviour you're getting vs what you're wanting.
The script is there to be modified if it's not quite what you're looking for, but the behaviour it provides is to automatically scroll the log to the bottom - replac…
When you mention icons, are you referring to icons displayed via the "Hotspot settings" panel in the Settings Manager, the cursor, or Interaction elements displayed in a Menu?
Screenshots that show how things appear in-game, as well as yo…
You can hook into the OnSwitchCamera custom event to run an ActionList at this time:
using UnityEngine;using AC;public class CameraChangeActionList : MonoBehaviour{ public ActionList actionList; void OnEnable () { EventManager.OnSwitchCamera …
If you select the Item in the Inventory Manager, scroll down to the bottom to find its "Standard interactions" panel.
This panel will adjust a little bit based on your settings, but if you have a field named Use, then any ActionList you a…
Welcome to the community, @Deathkael.
Apologies for your early frustration. Both AC and Unity are very different since this thread began. We'll be able to sort out your issues, but I'll need to get details on your project and issue from the top.
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The PositionOffset value you pass would need to be updated to reflect the changing size, as it will also need to account for the Canvas Scaler settings your UI uses.
Recreated - thanks for the video.
It's a bit hard to say where the fault lies, since Unity UI and its Event System is also at play here. However, you can remedy this with a custom script that:
* Records the last-selected item slot to be highlight…
The Input element assumes control of its display to the user via keyboard input.
If you're using an onscreen keypad, and not requiring the user to physically press a key on their device/keyboard, and just want to display text on-screen as feedback,…
Thanks, but I'll need answers for all of the above as well as the platform.
Does anything appear different visually to the Editor when this Menu is viewed?
Putting aside any masking for the moment: you don't need to add any other components or move things around. Just create a regular Scroll View from the UI toolbar menu, add a Text component to the Content, and then assign the Scroll View as the Auto…
Your screenshots aren't showing for me - but what you're getting is the correct behaviour. There's no logic telling the Interaction to wait until the injected ActionList has begun running.
One way to do this would be through script, where the OnHo…
With v1.77.3, I added a DirectMovementTargetLock property that you can set in the Player component - if set to a Transform, then the Player character will face it at all times when under Direct control.
Going back to your original script, try repla…