The in-game screenshot shows only one option showing - is that correct? Does clicking the label at least run the option, even if the label itself is the wrong text?
If so, it may be more to do with the Text components. Are you using Text Mesh Pro…
Please correct me if I'm misunderstanding the issue, but as I understand things you should be able to rely on a separate Hotspot for the "walk to" Interaction. This would be off-screen and not clickable by the player directly - with the o…
Both of your ActionLists show the "Lock Menu" command being used, so running them won't result in the Menu turning on.
If the Console is reporting that the Menu is locked, you could insert beforehand an additional Menu: Change state Actio…
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Unless you have a special case that requires it, choose "Prefab" and remove it from the scene file so that AC spawns the prefab in at runtime.
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The default menus should all work in UI - was this working before you made any …
Remove the Character: Animate Action and check that your "direction" paramete value is correct. Since the Character: Face direction Action is set to snap the character to face left instantly, it should get set to 1.
Assuming so, it's the…
GetMenuWithName is a static function - you need to call it using the syntax described in the Manual, i.e.
PlayerMenus.GetMenuWithName
and not:
KickStarter.playerMenus.GetMenuWithName
Welcome to the community, @DctrElectro.
The "pending interaction" can be cancelled by calling the PlayerInteraction class's StopMovingToHotspot function:
AC.KickStarter.playerInteraction.StopMovingToHotspot ();
Calling this function als…
A Menu with an "Appear type" of "During Gameplay" will hide automatically during a gameplay-blocking ActionList.
If you want to turn off a Menu while a particular Interaction is running, you can hook into the OnBeginActionList a…
The script covered in that thread hooks into the OnInventoryAdd event to set a RawImage's texture to that of the last-added item.
The reverse would involve hooking into OnInventoryRemove to do set it to the last-removed item:
public UnityEngine.UI…
PlayerMenus.GetMenuWithName is still valid - if you're getting an error, share the code and error and I can tell you the issue.
If you want to insert a delay, however, it's better to manually turn the Menu on/off after a set time - rather than tryi…
The character's animation engine shouldn't affect their ability to turn - it only controls how that turn is animated.
Can you share your character's Inspector, Animator Controller, and ActionList that has the issue?
With your custom "Language picker" Menu, your ActionList is set to run the Variable: PopUp switch Action immediately after the Menu: Change state Action, so the behaviour you're getting looks like it matches up with the Action logic.
If y…
To clarify: it's Software rendering that may be slower on (very) old systems, but in my experience it's not typically something to worry about.
I'd recommend Hardware, but you're free to switch between them while developing vs building.
The new page text entered into the Menu: Change state Action is transferred directly to the Journal without processing.
That is, if the text is a variable token, then the Journal page too will consist of that token - it'll only be converted to the …
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How is it that your camera is moving at this moment? You mention it moving with the cursor - is this via a custom script, or the "Cursor influence" panel in the active GameCamera? Share any relevant screenshots you can.
To freez…
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Looks good to me.
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You can use a custom script that handles the effect manually based on a separate input:
using UnityEngine;using AC;public class CustomFlashHotspots : MonoBehaviour{ private void Update () { if (Input.…