To be clear: you have 300 MoveDirection menus in AC's Menu Manager, each one linked to a separate background?
If a Menu's Source property is set to Unity Ui Prefab, then it's intended to be accessed globally within the game, and so must survive sce…
Manager field values can be changed through scripting at runtime, but it's first necessary to know which values you want changed.
You can uncheck the various Directly-navigate menus options at the top of the Menu Manager to allow for cursor-control…
I can't say for sure without seeing it for myself, but it may be related to the relative ordering in the Menu Manager's Menu stack.
If two directly-controllable Menus are open at the same time, the one below the other in the stack will be given pri…
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You can hook into the OnMenuTurnOn / OnMenuTurnOff custom events to run code whenever a menu is turned on or off, but which setting specifically are you looking to change?
Is there also a pattern to which menus you want to react to, e.g. on…
With scripting, you can hook into the OnSkipCutscene custom event to close the Pause menu when a cutscene is skipped.
Try this: copy/paste the code below into a C# file named ClosePauseMenuWhenSkipCutscene, and attach it to a GameObject in your sce…
Welcome to the community, @Midonk.
Unfortunately, mileage will vary when it comes to registering an overlapping collider as a hole in the NavMesh. The feature is actually more of a side-effect with the way Unity incorporates additional polygons, r…
Sorry, can you elaborate? Mouse input should be overridden with the integration script, along with other input calls.
It should be the case that you can rely on the new input system alone - can you share steps that cause that to not be the case?
Recreated.
It should be possible to fix by opening up Char.cs, and looking for line:
Transform.position = _position;
inside the Teleport function (around line #1555 in the latest release). Add the following afterwards:
if (_rigidbody) _rigidbod…
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Teleporting the GameObject is generally the way to go, yes. It's lot easier than removing it from the scene completely, as you otherwise have to deal with re-spawning it when loading an earlier save.
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It's a GameObject. "Unity…
No scripting need be involved - I'm referring to Unity's Input Manager which can be found under "Project settings -> Input" in the top toolbar:
https://docs.unity3d.com/Manual/class-InputManager.html
Increase the number of axes at the…
Welcome to the community, @PinoEire.
You can do this by defining an input named "InteractionA" in Unity's Input Manager, and setting its Positive Button field to e.
To prevent mouse-clicks from working as well, uncheck Mouse clicks have …
It's not an inconsistency - I just forgot you wanted that behaviour, sorry.
Try this:
using UnityEngine;using AC;public class AutoUseItem : MonoBehaviour{ public string menuName = "Inventory Popup"; private Hotspot inventoryHotspot…
What exactly is showing in the InventoryBox element?
Two things I see at this point:
* Container is a MonoBehaviour (i.e. component) script. You can't declare a "new Container" - it must be attached to a GameObject, though this too can …