It sounds like the scene number is being offset by 1: when you attempt to switch to 18, it remains in scene 19; when you attempt to switch to 19, it opens 20.
What are your exact AC/Unity version numbers? "Latest" Unity can take differen…
My mistake - "interaction icon" cursors are allowed over menus, but the "walk cursor" is not. You'd have to rely on a special "Walk to" interaction icon after all, and then use a regular Interaction element to enable i…
If the Sort Order is the same, then the order will be down to something less tangible, e.g. the order in which Unity processes objects in the Hierarchy. It may work here, but may not on other machines/platforms. You should adjust the Sort Orders m…
Not for generic clicks - that'd be a case of reading Input.GetMouseButtonDown in an Update loop and checking the conditions at the time, i.e. is the game in "gameplay" mode, and the cursor not over a Menu:
if (Input.GetMouseButtonDown (0)…
useButton is deprecated in favour of the useButtons List. Try this instead:
Button useButton = new Button();useButton.faceAfter = true;useButton.playerAction = PlayerAction.WalkToMarker;useButton.interaction = interaction;useButton.isDisabled = fa…
AC looks to the "RectTransform boundary" when determining if the mouse is over it - so if the Panel spans the screen, then this will always be the case. You should limit the Panel's size to just the area you want it to cover.
I'm not ful…
Thanks for clarifying.
In that case, it's probably best to allow for custom styling through events. I'll see if such a feature can be added - you raise a good point.
If you're fading in, then it's assumed that the texture is already displaying full-screen - in which case, changing the texture at this point wouldn't typically be common.
Is this issue limited to just these scenes, meaning you have scene-switching working correctly elsewhere?
Is the issue that the Hotspot is not able to be selected (i.e. its turned off when it should be on) or is it that the Hotspot is on (and the i…
Check the Constant ID component on the Score-Eggs object - make sure its value matches with that in the Menu Manager, 18838.
If it does, and the UI is being spawned into the scene by AC (and not left in the scene file itself), it should connect. C…
The default fade effect is drawn using Unity's ImGUI system, which comes last in the "render order" for a frame.
To have control over its drawing order relative to specific menus, you'd have to replace the default fade effect with your ow…
If that's the case, it's likely due to both AC and the script both initialising in Awake, meaning there can be a bit of randomness in terms of the order things run in.
Putting init code into Start, or giving the script a positive Script Execution O…
Interaction icons are limited to those that can be used on Hotspots.
It is possible to define "Walk to" as an Interaction icon so that you can define such Interactions for Hotspots (even if automated). The "Nine verbs template"…
The Menu "Appear type" setting of "Mouse Over" only applies during gameplay and (optionally) pause mode.
To have a Menu display at all times, set this instead to "Manual", and use a script to turn it on/off manually ba…
There's an alternative CreateNew function for this Action that you should be able to use to avoid having to modify the new instance after declaration:
ActionSendMessage pickupAction = ActionSendMessage.CreateNew(gameObject, "handlePickupItemDi…
Version 1.75.2
* Added: Ability to disable languages, preventing them from being available at runtime without deleting them
* Added: Function to MenuElement script to get the Menu Element slot index that references a GameObject
* Added: Ability to …
Your Interaction method is "Context Sensitive", I take it?
Starting from the default CursorUI prefab, attach an Animator that has a Bool parameter named HasLookIcon, and an Integer parameter named UseIconID.
Then use this code to set the…