InventoryBox elements of type "Objectives" have a "Objectives to display" field that lets you limit it to Active, Complete or Failed only. You can create 3 such elements, each with a different value, to list these different Obje…
Can you share screenshots and more details about the issue? I'm afraid I cannot reproduce this problem.
Are you using Input System or Input Manager for your input handling, and is the Console reporting anything amiss?
That's the correct prefab.
To be clear: the game runs as intended, on mobile, when using "Touch Screen" input?
This field will need to be set to the correct value depending on platform. You can, however, set it dynamically at runtime.
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The Inventory script makes no mention of Text objects, I'm not clear on your meaning about it not being compatible with TextMesh Pro.
The DynamicFontLanguage script simply changes which Font is used - it won't affect the text itself. Is it the Fon…
When Player-switching is enabled, all Player fields need to be assigned - it can't work with an "empty" Player field.
Using an invisible Player is the right way to get around this - you don't need a Mesh Renderer, just an empty GameObject…
The warning can be ignored here because the function doesn't include any parameters.
We can try placing in a Debug.Log statement to confirm that it's being run by checking the console. Place this inside the Shift function:
Debug.Log ("Shifte…
Use the Menu: Change state Action in your scene's OnStart cutscene to lock any Menus you wish to hide. Locking a Menu will prevent it from showing when it's "Appear type" condition is met.
Before exiting the scene, you can then use anoth…
Subtitle-skipping ought be independent from the UI used to display them. Have you got both Subtitles can be skipped? and Can skip with mouse clicks? in the Speech Manager?
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You'll need to ensure your game has AC's "Input System integration" template installed, which is now a part of AC and available in the New Game Wizard.
This will assign a custom Event System prefab at the top of the Menu Manager, …
You can lock your regular Hotspot menu when your Inventory menu turns on by running the Menu: Change state Action in your Inventory menu's ActionList when turn on asset.
To show Hotspot labels over the items, create a second Hotspot menu with its P…
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For speech text to be displayed in a TextMeshPro box, you'll need to ensure that your Menu has a Label element linked to that TextMeshPro component, and that its "Label type" property is set to "Dialogue Line".
The defau…
Given the two issues, and the underlying scenario, I'd recommend not using the Music system - which is designed to be saved/loaded automatically in save-files - and instead manually play it from a single Sound object.
Add a Sound object, attach the…
Best to create a duplicate of the wiki script and use this variant just for this scene, then.
The "switch" block at the bottom is what enforces direct-navigation. To have it use cursor-navigation, replace it with:
KickStarter.menuManage…
The Animator object will need to be present in the scene for it to take effect.
It'll either need to be present in the Hierarchy by default, or you can use the Object: Add or remove Action to spawn it in, animate, and then remove it afterwards. If…
Welcome to the community, @no3ry.
ActionMenuSelect, or the "Menu: Select element" Action, won't affect the visibility of any Menu or elements - but instead is used to select an Element automatically, simulating input from the user.
Actio…