Access in what way?
Menu elements can be accessed - and their click behaviour overridden - through scripting. See the Manual's "Menu scripting" chapter for details.
That said, the easiest way to align your crafting slots in the desired …
The ActionList: Run Action can be used to assign another ActionList's parameters in bulk, without actually running the list. If you place this inside your "Investigate Object" ActionList, you can configure your "Close Button" Ac…
If need be, you can force the de-selection by way of the Inventory: Select Action at the same time that you close the Container.
Can you also share shots of the Menu / Elements involved? And are you involving any custom scripts that may affect thi…
Welcome to the community, @JackDaHack.
If you're looking to "recycle" an ActionList, where the Actions remain the same but field values change each time it runs, you can do this with ActionList parameters.
Parameters allow you to replace…
The Action merely controls playback of Unity's Video Player component. Try testing the Video Player alone in a non-AC scene - this is likely a Unity/HDRP issue, rather than an AC one.
Unity's forums have a few threads reporting similar issues - th…
It does, and the idea of "PopUp parameters" is a feature that's been requested a couple of times. I appreciate you taking the time to describe a "real world" example on how they might be used.
It's been on my radar for a while …
Thanks - recreated.
I'll issue a more robust fix in the next release, but for now you should be able to remedy it by opening AC's ActionVarSet script and replacing:
_value = Mathf.Clamp (intValue, 0, var.GetNumPopUpValues () - 1);
with:
_value =…
You'll want to switch to Unity UI for your menu's rendering, so that horizontal and vertical spacing can be controlled separately via Unity's Grid Layout Group component.
See the Manual's "Unity UI menus" chapter, as well as this tutorial…
What is your Unity version, and how many "References" assets are in the noted folder?
The warning itself is from Unity, and may be a bug as highlighted in this bug tracker report.
If the display is valid, however, more information on thi…
To run an ActionList through script, call its Interact function.
See the Manual's "Interaction scripting" chapter for an overview of what's available. For a more detailed look, see the Scripting Guide's entry on the ActionList class.
(Q…
If you want to set it within the Interaction itself - at runtime - you can do so with the ActionList: Set parameter Action.
If the value is instead fixed, and can be set in the Editor, you can attach the "Set Interaction Parameters" compo…
Thanks for the report - I'll attempt a recreation.
Could you share the exact values you're testing with - specifically, how many potential values the PopUp has, and how much you're decreasing it by?
It appears to be a case of the higher run speed allowing the character to "escape" the effects of gravity.
You can try increasing the mass, but if you want to prevent up/down input altogether you can use the Player: Constrain Action to di…
If MyPeekholeCamera is the correct camera, you can check Follow during cutscenes? inside its Inspector's "Cursor influence" panel to have it react to the cursor's position while gameplay is blocked.
This option was provided in v1.74.3, so…
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In what way does it not work, though? Does audio not play, or is the volume wrong?
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You mentioned earlier you were spawning a prefab into the scene, so I was presuming you had a separate script to handle this - the code snippet I sh…
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The Variable: Run sequence Action can be used without the creation of a separate variable.
This Action can be used to run different Actions based on how many times its been run - so if all but the last output loops back onto itself, it'll r…