You don't need to edit any script.
Use a SavesList element set to "Load", uncheck Load when click on?, and assign an ActionList when click that has an Integer parameter that you can then auto-set to the clicked Save slot. You can then us…
Is there perhaps a translation barrier here? The behaviour should be the opposite, if you're disabling interactivity.
"Turning off" a menu should hide it, visually. Hiding it will disable the Button.
When using Unity UI, turning off th…
Built-in, only Unity uGUI.
However, it is possible to have UI Toolkit-based Buttons run AC ActionList asset files when clicked with this simple script:
using UnityEngine;using UnityEngine.UIElements;using AC;public class ToolkitButtonActionList : …
Do you have multiple Hotspots attached to the Player, and/or are you using custom scripting for interactivity? The Hotspot in the video is correctly switching off.
Welcome to the community, @m0stlyvoid.
I'm not familiar enough with FMOD scripting to comment on the implementation, but certainly the AC side of things - hooking into OnStartSpeech - looks good.
So far as the talking animation goes: this may be d…
This custom Action will start all objectives within a given category:
#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAutoStartObjectives : Action { public int categoryID; public…
I am not clear on the issue given your description. Can you re-phrase it and share screenshots to illustrate the problem?
If you want to block clicks to specific portions of the scene, you can use a Collider on the Default layer.
Run it from an ActionList asset that references the prefab - it'll add and record a Constant ID number that will be used at runtime to reference the scene instance.
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It's a new function inside the Conversation script: RestoreStartingState. Calling this will set each option's on/off state back to it's default value.
..And I've just realised it doesn't unlock options that have been turn on/off "fore…
Sure - you can get information about what ActionLists are currently running within ActionListManager.
To determine if the game is currently blocked due to ActionLists (save for an optional Action to ignore):
AC.KickStarter.actionListManager.IsGame…
Welcome to the community, @fruitpunchsamuraigr.
Are you using Player-switching, a local Player in the scene, and/or the use of Addressables to spawn them? These will all affect exactly when the Player variable is set and available to use.
It migh…