Apologies - I was being stupid.
Since each location has its own MiniLocation component, each was registering its own instance of the OnMenuElementClick event, causing it to be run multiple times.
Best way around this is to split the script into tw…
Tokens should still be processed regardless of scrolling - though they'll be processed instantly in this case. What's your AC version?
If you're using the latest release, share images of your Speech Manager as well as details of a typical line tex…
The cleanest way is to attach a Cutscene component to your prefab (which also contains the Animator / AudioSource etc), and set its Actions source to Asset File, and have it reference the ActionList asset file. The Cutscene essentially then becomes…
Adding this line to your script will set an Animator Integer parameter named "HoverInvID" to the ID of the currently-hovered-over item:
_animator.SetInteger ("HoverInvID", (KickStarter.runtimeInventory.hoverItem != null) ? KickS…
If a Button is set to have its GameObject disabled when hidden, then AC will not be able to "find" it again when attempting to re-link it when loading a save-file.
Reloading the scene resets the GameObject's enabled-state, making it visib…
Welcome to the community, @Kerabor.
You can limit AC's playable area to the screen's "safe area" by checking Limit display to 'safe area'? in the Settings Manager's "Camera settings" panel. This area should exclude that used by…
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Thanks for the bug report - it's a silly issue, and a fix is already scheduled to be included in the next update.
To fix in the meantime, replace line 54 with:
if (variableLocation == LinkableVariableLocation.Component && variables…
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Apologies for the trouble - but rest assured, we'll get to the bottom of it.
I've recreated your settings and tested your script, and it's working OK on my end - at least in the Editor.
Is the issue occuring for you in the Editor, or only …
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Thanks for the video. I wonder if it's a case of the click being processed for both locations (i.e. clicking "up" is processed for the location that follows).
We can test this out by simply having a delay when switching location.…
That's as intended - speech input will be processed before AC menu input.
However, you should be able to override it with a custom script that modifies the way input is processed.
Uncheck Can skip with mouse clicks?, and then attach the following …
Aside from Unity's own optimisation best-practices, the AC Manual's "Performance and optimisation" chapter covers AC-specific tips.
In my experience, audio plays a big factor in loading times - both for speech (which are short but many), …
Having a parameter change to the ID of the hovered-over item is simple enough. I need you to be clear: are you looking to change to different icons based on the hovered item (and if so, how many?), or is changing to a single "Use" icon en…
I've updated the Input System integration with definitions for mouse-clicking within the Controls asset's InteractionA asset.
If you import the new package, and uncheck Mouse clicks have default functionality? in the Settings Manager, then the inpu…
InventoryID (from Unity UI Cursor) and InvID (from your script) both serve the same purpose. When an item is selected, they'll be set to the ID number of that item - and -1 otherwise. This ID is unrelated to the ID of any Interaction Icon.
If you…
You don't necessarily need to rely on a variable to achieve this - if the only factor is the presence of a particular item in the player's Inventory.
The Inventory: Check Action can be used to check if a partuclar item is currently present in their…
Would this be for a 2D game?
A "Puzzle template: Simple examples" package on the Downloads page has a variety of simple example puzzles that cover common adventure game techniques. Even if they don't cover your exact needs, it's worth pi…
Looks good.
I've also updated the Input System integration package with a similar technique that can be used to run a custom script function when the control scheme is changed.