I'd look into the use of a custom shader via Shader Graph, myself. One that takes a Float parameter to control the effect, which can be set using the same function as above.
Changing the Source is a per-Menu setting, but it should only require the Interaction menu to be temporarily changed.
Is there a difference if you check Pause game when enabled? in your Interaction menu, or try left-clicking the mouse instead of pr…
The "Cutscene" ActionList type is not strictly the same as the game itself being in "Cutscene" mode - the latter term used when gameplay is blocked, and can be caused from any ActionList type.
Your UI Cursor Animator has an &quo…
Both should be possible - so ultimately it's down to your preference.
When the Inventory cursor is over a Hotspot that has Inventory interactions defined, the cursor will display the item's "Active graphic" texture, if defined in its prop…
What is your "Cursor rendering" field set to?
Do you have an input named "ToggleCursor" listed in your Project's Input settings, and if so - are you invoking it at the time?
Check to see if you're using any Engine: Manage syste…
If you uncheck a Highlight component's Auto-brighten materials when enabled?, then the default highlighting effect will be disabled - and you can read the component's GetHighlightAlpha value to apply a custom effect through script.
For example, you…
Welcome to the community, @scouts.
Apologies for the trouble, but thank you for the details. I have recreated the issue, and it looks like it may be a bug related to the use of Unity UI.
I shall look into this further, but can you check that thin…
What are your AC and Unity versions, and how large are the audio files in question?
The approach is correct - playing the first and queuing up the second - but AC still relies on Unity's audio system for playback.
Try tinkering with settings in yo…
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This suggests it's part of Unity's built-in behaviour, where the Game window needs to be "focused" in order for it to take control over the cursor. I'd expect that this issue would not occur in builds - just more of a nuisance whe…
Both AC-sourced Menus, and Software cursor rendering, rely on Unity's ImGUI system - so the behaviour you're getting sounds right, though I'm not sure of the exact cause.
You can modify your Cursor Manager's Cursor rendering field, however, to eith…
There is an option to prevent movement when an item is selected, but it currently only appears if Left-click deselects active item? is unchecked. I can look into exposing this option when checked, which causes the item to be de-selected, but the Pl…
If you're looking to check out the template before incorporating it into your game, you can create a new project and import both AC and the package - the template includes an example scene that you can run without the need for your own project.
Whe…
SpriteFader will only work with Sprite Renderer components, yes. If you want a UI Image component equivalent, you can copy the script and replace SpriteRenderer references with UnityEngine.UI.Image.
Use of an Animator component to control appearan…
Thanks for the details, though I'm not able to recreate it on my end with the same settings.
Is this occuring in builds as well, and do you have any other assets installed that may also be controlling the cursor?
As a test, let's see what the resu…
Here's one that adapts that function - you'll need to attach a Sound component as well:
using UnityEngine;using AC;public class CameraDragSound : MonoBehaviour{ public float minThreshold = 0.1f; public float slidePitchFactor = 1f; public S…
Your Hotspot and NPC components are on separate GameObjects - you will need two separate parameters to represent each of them.
Create a new GameObject parameter and name both "Hotspot" and "NPC" to make the distinction between t…