The script above should do it. It works by updating the Graphic element supplied in its Inspector with the texture of the last item added to the inventory.
I can't see an issue from the screenshots - I've used them on my end and throwing works for me.
What is your AC version?
It looks like we'll have to do a bit of debug-logging to get to the bottom of things. If you find AC's Moveable_PickUp script…
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No, the behaviour is expected with those settings.
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Setting the Appear type to During Conversation will have it close automatically once an option is chosen - because the Conversation is no longer active.
You can set it instead to M…
You said the issue only occurs sometimes - we need to compare the arrangement of items that causes the issue to occur vs one that doesn't.
Are you able to reliably recreate the issue occuring / not occuring?
Yes, looks like the caches are incorrect.
I'm presuming that you're 1) Not relying on the Localization package integration, and 2) Not disabling AC Debug Logging at the bottom of the Settings Manager.
You can remove that line now, but I'll need a …
Try setting your DialogList's Display Type to Text Only. Icon And Text will cause the Image component to be updated with the Conversation icons, even if undefined.
Disabling a component won't undo any changes its made - it just won't make any further changes.
If you want to revert the Hotspot back to some original state, you can do so with code in the script's OnDisable function, which is called at the time t…
Can you share a screenshot of the DialogList element's properties? AC can take control over a Conversation UI Button's colours, but this should only be the case if Mark options already used? is checked.
If this is unchecked, view one of the Button…
Looks like a bug on the AC side of things.
Open up AC's InvCollection script and look for the GetTotalIntProperty function (around line 935). Replace it with the following:
public int GetTotalIntProperty (int propertyID){ int result = 0; fo…
AC won't manually control the drawing order of UI menus. That's determined by the Z position of the Canvas Transform. Though, if they all share the same value, the order in which they're listed will affect the order in which their spawned - so thi…
No - AC will rely on Unity's Input Manager for input references, so what you've done should be enough for it to register.
If it doesn't appear to, share screenshots of the PickUp's Inspector and the ThrowMoveable input in the Input Manager.
If stacking is enabled, the consistent behaviour should be that items of the same type get merged when using this Action.
How does the state/arrangement of items in the existing Inventory differ between the two behaviours?
Do the labels correct themselves if you remain in a broken scene, and cycle through the languages in your Options menu and return to the intended language?
This might be a caching issue. If you open up Hotspot.cs, look for the UpdateLabel function…
I've sent you a test package via PM - give it a go in a backup/duplicate project.
In the event of deleting an Action script file, the behaviour should be that any instances of that Action are deleted from ActionLists.
Though, the safer/cleaner way…
Welcome to the community, @mattukat2go.
You're referring to the "Available Inputs" box in the Settings Manager? That's only there for reference, based on the options chosen in the Managers.
It doesn't limit what you can define in Unity'…
You can't define a GVar variable outside of a method, as it won't exist outside of runtime.
Also, the Start method is unique to MonoBehaviour - it's not defined for StateMachineBehaviour.
Try this alternative, attached to the character GameObject …
Here's a script, ModuleController.cs, that you can attach to the prefab:
using UnityEngine;using UnityEngine.EventSystems;public class ModuleController : MonoBehaviour{ public StandaloneInputModule acModule; public StandaloneInputModule rewir…