A custom script is necessary to handle the formatting based on language-specific conditions, but it's possible to override the default "Hotspot label" when e.g. a Hotspot is hovered-over while an Inventory item is selected:
using AC;using…
The lower-left Menu is the InGame menu. Its Menu button, which opens the Pause menu, has its Click type set to Crossfade, which causes all Menus to turn off except the one defined in the Menu to switch to field.
To have greater control over exactl…
The Container events don't deal with Item Scene instances directly - only the original Inventory item involved.
However, if your Add event is always run before Remove, one approach would be to store the GameObject created in Add in a temporary Game…
Happy holidays to you too, @lisbeth.
I'm not 100% sure of your meaning - is it possible there's a mistranslation? I'll need to know the aspects you're referring to in AC terminology.
If you can share screenshots that help illustrate the issue, th…
The correct approach is a bit open-ended, but snapping to its centre would only be part of it: you'd still need a way to detect if the cursor is "near" a Hotspot without being over its original bounds.
Here's a sample script you can attac…
Does this occur if you copy it into a fresh Cutscene, and can you share screenshots? I cannot reproduce any instance where the "Engine: Wait" Action runs indefinitely.
For a 2D or 3D game?
It should be possible with a custom script, but it's not trivial - particularly if you want it to be based on the shape of Hotspots rather than a straightforward distance check to the Hotspot centre.
One possible approach may …
It's possible, but the custom script needs to be a bit more involved than a simple function call, because:
* Grabbing an object involves passing a position to be grabbed from
* The built-in behaviour of releasing the object when there's no input ne…
Is the Wait Action the first in the list, or is it running others beforehand?
Is the Trigger set to Continuous? Check that it's not being re-run each frame.
Is this for a scene-based Actionlist? I'm afraid Unity's built-in behaviour is to revert runtime-changes back to their previous state when exiting Play mode.
However, it is possible to transfer these changes manually by selecting the Cutscene comp…
Is yours normally a First-person game? If so, the MainCamera will attach itself to your Player's camera, and move with it as they fall.
This is the automatic behaviour for First-person games during gameplay. To override this for your puzzle scene…
Version 1.85.5:
* Fixed: Movement issue when dragging objects around loopable Hinge Tracks
* Fixed: Issues with Third-person camera rotation
* Fixed: Input System integration template's default Controls asset having Touch-screen presses mapped to t…
I may have copied the wrong block. Try this instead:
private void SetInputMethod(InputMethod inputMethod, bool force = false){ if (KickStarter.settingsManager.inputMethod != inputMethod || force) { KickStarter.settingsManager.inputMet…
The behaviour you're describing sounds about what I'd expect. The new Input System is more powerful, but more rigid about touch/non-touch inputs being shared.
I'd recommend unchecking the option and forcing the value through script, as it's a valu…
Welcome to the community, @Uglymug11.
The warnings themselves are from AC, but they are safe to ignore if the inputs being mentioned in them aren't needed by your game. Supressing them, though, is indeed a case of adding them to your game's Input …
The ItemDesc menu element isn't set to display Item names, but a custom "DisplayName" property. Is this appearing in the Speech Manager? It will be under the "Inventory Property" category.