The package's technique involves leveraging the Inventory's drag-and-drop system, as well as Hotspot-Inventory interactions, so the use of Inventory items is necessary for it to work. While a piece is selected, the actual scene sprite is hidden off…
Can you share a "before" screenshot to compare the one above with? I'm not clear what update should be occuring.
If you have Items can be re-ordered in Menus? checked, then InventoryBox elements will retain gaps made in them. Unchecking…
The Subtitle menu's background looks to be fully opaque - you can't see the scene's graphics behind it. If it were being drawn atop the Conversation menu, I'd expect you wouldn't be able to see the options at all.
Is there any change in the option…
AC's built-in Hotspot icon settings allow for animated icons.
If you remove the script, set Display Hotspot Icons to Only When Highlighting, and then Hotspot icon type to Texture, you can then supply your texture in the field beneath.
If this text…
I've encountered this myself. It's appearing via the ActionList Editor window, but the issue itself is coming from Unity - so far as I understand it.
This too, however, is safe to ignore.
Welcome to the community, @LeoDev.
When your game uses First Person movement, AC will switch to the First-Person camera automatically whenever you're in gameplay. You can switch camera within an ActionList that blocks gameplay, but it'll switch ba…
The "Run" button inside the ActionList Editor, and the "Run now" button at the top of an ActionList's Inspector, can both be clicked to manually run an ActionList - provided the game is in Play Mode at the time.
Version 1.76.3:
* Added: Ability to link Component variables to Playmaker GameObjects that have multiple FSMs
* Fixed: "Object: Animate" Action sometimes producing unnecessary Console messages when run
* Fixed: Player sometimes running a …
Welcome to the community, @CKJAX.
This is as intended. Since saving is not possible during a cutscene, the default Pause menu's Save button will be hidden automatically when opened while in one.
You can bypass this behaviour by renaming your Paus…
Good question! It requires scripting, but it can be done.
The buttons you've circled are meant for page-switching, by default. However, if you set their Click type properties to Custom Script, you can use the below to have them cycle left/right t…
If by "skipping", you're referring to ActionList skipping, the ActionList: Check Action can be used to determine if the ActionList it's a part of is currently being skipped.
Welcome to the community, @happyskies.
Agreed with @snan regarding Unity's LTS version as being the safest to use, though the AC Game Editor / New Game Wizard shouldn't be affected by what render pipeline you're using.
I'll attempt a recreation wi…
Hotspots are a way of allowing the player to run interactions upon input. A Hotspot Detector is a way of gathering up nearby Hotspots - but it still requires that the player uses input to interact with them.
If you're looking to have the NPC being…
Add it as the new "Show Hotpsot Icon" component to any GameObject in the scene.
In the meantime, I have looked into the issue further. Hotspot menus won't show up with your combination of settings, as it's set up to select a Hotspot and …
If it's running OK manually, how and when is it set to run automatically?
If you want it to run when the scene begins, you can attach the ActionList starter component to it and check Run on scene start?.
To further help debugging, you can enable t…
Recreated - thanks for the details.
It's a case of the behaviour being slightly different when using Touch Screen input.
I'll see if this behaviour can be tweaked, but placing this script in your scene will allow for an icon to appear over the nea…
As there are a lot of settings involved when it comes to this topic, it's best to see the specific values you're using.
Can you share your AC/Unity verisons, as well as screenshots of your Settings Manager, a typical Hotspot, your Player, and that …