Condensing the combined states of the buttons into a single value is a great way to compare one panel with another, but having a separate bools for each button also makes it easier to handle the updating of individual buttons when clicked.
I wonder…
Your Menu's Appear type is set to Mouse Over, so it's on/off state depends on the cursor being within the bounds of the Menu's RectTransform boundary field.
This appear mode, however, is also dependent on the game being in regular gameplay, and wil…
Subtitle menu(s) are defined in the Menu Manager.
The default interface only has one such Menu, but it's possible to have multiple in your game - with different Menus used for different characters.
Regarding the original issue: how are you getting the behaviour of the wrong stack being updated when clicking? Is this from AC's built-in behaviour, a custom Action via the Item's "Standard interactions", or a hook into the OnMenuElement…
Yes, if your movement method is First Person, then the First Person camera is switched to automatically during gameplay.
A note about switching movement method, though: as this is a field in the Settings Manager, changes made to it at runtime will …
With AC's "Mesh Collider" pathfinding mode, the mesh needs to be supplied "as-is", so any holes will need to be a feature of the original mesh.
You can export the mesh into separate modelling software such as Blender, make the n…
If "Is Player?" is checked, the Action will refer to the Settings Manager's "Player prefab" field for details of the Player character's animation engine. Have you assigned your Player here?
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I'd recommend sticking to Unity UI Prefab unless you have a specific need for "In Scene" mode, which is intended primarily for menus that have a specific position in world-space, e.g. a 3D control panel that exists in the scene.
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This is by design: speech lines will play regardless of the character's presence. You will need to ensure that the correct character is in the scene before playing it.
I couldn't tell from this alone.
How does the Player's root Position values compare with that of the PlayerStart? Is their sprite child at the same position as the root?
Killing the ActionList won't interrupt the speech once it's been fired - for that, use the Dialogue: Stop speech Action.
If you use Unity UI for menu rendering, their relative sorting order is determined by their Sort Order values - see the Manual'…
I can't comment on why things aren't working without knowing what changes you've made.
But I don't recommend making changes to AC's core scripts. If you use a custom Action that subclasses ActionSpeech as I mention, you can dictate what happens to…
The Speech Manager's "Translatable text types" dropdown allows you to filter out certain text types from being included in translations, but objective states and their descriptions are grouped together.
Your variable-updating code is part of your OnMenuTurnOn event hook, so it'll only be called once - and at the moment the menu is being turned on.
If you want it to be updated continually, move the code inside it to your Update function. I'd sugge…
Welcome to the community, @davimedio01.
There are two GetMenuWithName functions in AC - one inside MenuManager, and another inside PlayerMenus. You'll want to call the latter, not the former, to affect Menus at runtime:
AC.Menu objectiveMenu = Pl…
If the scene is reset, the "Previous scene" should become that same scene - which you can use in a PlayerStart or a "Scene: Check" Action in your OnStart cutscene.
You can also use a Global Bool variable named e.g. "Is rest…
Check Only show when effective? to only show a "Scroll" button when it can be used.
Increase the Offset amount to have it shift items by more than one at a time.
I certainly agree that Objectives based on variable values are common enough, but I also feel that the varying nature of the "rules" about such dependencies mean that it's best left to scripting to define them.
The Objectives system is de…
A sequence of "Variable: Check" Actions would allow for that, but I feel combining them into one Action would be too cumbersome from a UI standpoint.
You can, however, check for variable values in script as well, for example:
if (AC.Glob…