Can't see an issue from what you've shared. The Menu closes if you run the ActionList manually?
Enable the Image component to check that the Button is enabled and interactive at runtime.
It would come down to the changes that you've made. You're saying that the fields you've added (Body/Arm) aren't playing?
AC Actions that involve character animation are ultimately handled through their respective AnimEngine classes, i.e. AnimEngi…
I don't see any Debug.Log statements in your script - where are the Console messages coming from?
The script works by updating a Global String variable, so you'll need to make sure your Text component is linked to the Menu via a Label element so th…
As a toolkit atop Unity, AC does differ from other engines in that it still has to work with the framework of another system. This does bring the added benefit of being able to work with other such toolkits and assets, giving more flexibility - tho…
Are you enforcing an aspect ratio that doesn't match the Game window, or does the screen's boundary match that of the playable area?
When Always fit within screen? is checked for a Unity UI-based Menu, AC relies on the supplied RectTransform bounda…
It's to ensure that the script's SwitchCamera is called before other functions that hook into the same event. It may work without it, but it's safer to make the change.
Welcome to the community, @brandonweiler99.
It's a complex topic, and one that would certainly require custom scripting - the fine details of such a mechanic will be very specific on your requirements.
Typically, though, this kind of problem comes…
Welcome to the community, @Laredo.
In what way is AC involved? Is the sprite that of a character, or some object that is normally being controlled by AC in some way?
If you select the sprite's object in the Hierarchy, check its Inspector and posi…
The Highlight and Flash effects are treated as separate processes, but I can that the expected behaviour would be for them to work as one. I'll see if the two can be merged in this way.
Both methods involve storing the text itself inside inventory properties, which are translatable, so both can work. For a String variable or property to be translatable, just check Values can be translated? in their definition.
To have the script …
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See this page in Unity's Manual: https://docs.unity3d.com/Manual/class-MonoManager.html
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It's an optional feature, but checking it means that the Hotspot will not be interactive when any of the cameras listed in the "Limit To Ca…
UI Toolkit still lacks features that are found in Unity UI - Unity themselves acknowledge this. IMO, Unity UI is still the best option for menu creation.
If you have a specific use-case that requires UI Toolkit over Unity UI, however, please share…
You can read the Highlight component's GetHighlightIntensity through script, and apply it to your material, e.g.:
myMaterial.SetFloat ("Intensity", myHighlight.GetHighlightIntensity ());
You'll need to make sure that your material's shad…
It's an old script - replace ".textVal" with ".TextValue" to fix the error.
The other thread's approach is different to the use of the "Inventory Property" label type above, though. With the script, you instead define…
Welcome to the community, @Asuna09.
As I mentioned in the thread you linked to, a character's original sprite in edit-mode has no bearing on what sprite will appear at runtime, as it's then controlled through animation.
Your ActionList's Character…
By speaker, you're referring to the name of the character?
The default Subtitles menu includes a SubsSpeakerLabel element, which displays the name of the speaking character above the speech text, which is displayed in the SubsLineLabel element.
Na…
The Engine: Manage systems Action won't affect whether or not a given menu pauses the game or not.
If you want to control the Menu's "Pause game when enabled?" property at runtime, you can control it through script. As with any Manager f…