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Check Change cursor based on Interaction? at the top of the "Interaction icons" panel in the Cursor Manager.
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If you want to only show this label when over Hotspots or inventory items, check Only show label when over Hotspo…
The provided Head etc animations all work by enabling the intended Head SpriteRenderer, and disabling all others.
If you open up e.g. Head_D in the Animation window, you can see that Head_D's SpriteRenderer is enabled, with all others (e.g. Head_L,…
Welcome to the community, @Mkay.
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If you link a Unity UI Image component to an AC Graphic element, then AC will set the Image's sprite according to the element's Graphic type property.
Your screenshots show this is currently set to Document…
If you re-link the Buttons to the DialogList from the scene, be sure to apply changes back to the prefab before removing it from the scene.
Because of this, it's easier to double-click the UI prefab to open it up in "Prefab Mode" and re-l…
The Highlight component's built-in brightness effect occurs by it controlling the "_Color" property of its associated Material. If the sprite involved doesn't have this property, there'll be no visible effect.
To get around this in URP, …
Welcome to the community, @KramsDesign.
It's an old script, and I'd recommend relying on Animation to control sprite alphas. However, I've updated the wiki page to have the script work with AC's updated Action system - thanks for pointing it out.
Does this occur in a new scene?
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If you're referring to assigning a texture within the Action, have you tried assigning a custom texture within the MainCamera Inspector itself? Check that "Draw fade?" is also checked there.
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On a per-item basis? You can use the Inventory: Change interaction to disable Combine interactions.
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As multiple instances of a given item can exist, setting Inventory Property values at runtime is handled through scripting - as my …
If you're already using custom scripting to achieve the highlighting, it sounds like you just need to add an additional check to see if you're currently in regular gameplay or not. This check can be made with:
AC.KickStarter.stateHandler.IsInGamep…
Welcome back, @OskarGunn!
To have your interface involve first clicking an icon type, and then the Hotspot you want to use in that way, you'll want to set your Settings Manager's Interaction method to Choose Interaction Then Hotspot.
Changing the …
Thankfully, it looks like this is an issue with the display of variable values in the Save-game File Manager, rather than the data stored in the save files themselves.
I can't recreate such an issue.
Is there any difference if you disable either/both the Moveable and Animator components?
Does this occur if you use the Demo game's TinPot Player (who's equipped with a FirstPersonCamera) or the "Player prefab:…
Looks like the right approach from the screenshots.
If you enable Show realtime values? in the Variables Manager, is the variable showing as True there once the save has occured?
Though this'll need to be addressed first, if you're looking to have…
1) A strikethrough in TMPro can be added by surrounding text with an tag.
To use this on an inventory item's label, you'd have to create a duplicate TextMeshProUGUI and use it as a hidden "dummy" label that's linked to the InventoryBox e…