Welcome to the community, @stealthnachos.
To be clear: you're using the first-person player prefab from AC's Downloads page?
What you're describing is a common problem that controllers have, and there are a number of approaches that developers tak…
Each icon's default label is configurable in the Cursor Manager, just above their Texture field in the "Interaction icons" panel.
Interaction icon labels are included in the "Gather text" process when creating translations - see…
Works for me.
If the error that appears in your Console when you run the Litcandle ActionList is the same as the one above, it suggests that it cannot find the Bool Var Name variable. How many instances of the script are in the scene?
I have upda…
Welcome to the community, @IvanArbusto.
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AC will only take control over a UI if you link it via AC's Menu Manager. Otherwise, you're free to use other UIs from elsewhere.
The only thing to really be aware of is that AC may still register c…
What is your game's "Movement method", and are you using any custom motion controllers / scripts that affect character motion?
If you're sticking with AC's motion features, then using the Action Engine: Manage systems Action as you mentio…
Welcome to the community, @bw0202.
I'll attempt a recreation. Does the UI require a click to 'unlock', or is hovering over a Hotspot enough?
If you can share screenshots of your full Settings Manager, that'll help me with a more accurate recreati…
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I was referring to the function that the script calls - not the script name. We're talking about the same thing.
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How are you updating the cap's visibility when equipping/unequipping the item, and what Remember components are associ…
Unity UI prefabs are spawned at the time that they are required - this is to prevent slow start-up times when multiple prefabs are loaded as the scene initialises.
You can, however, spawn it in manually with:
AC.PlayerMenus.GetMenuWithName ("…
They are not custom Actions - they are standalone scripts you can just place in your scene. Which object(s) they are attached to does not matter, as all object references involved are defined in their Inspectors.
They are both examples, mind. Wha…
It depends on how your interaction icons are displayed, which itself is dependent on your Settings Manager's Interaction method field, as well as your cursor rendering mode.
If you can share screenshots showing your Settings and Cursor Managers in …
If you're requiring the item to be selected in order to transfer it from the Container to the Inventory, is it then not a case of the item remaining selected after placement? I think I need some clarification on the behaviour.
There's a lot of set…
Have you tried the above? If Can skip with mouse clicks? is unchecked, it should cause speech to be skipped only if a mouse click is registered when not over a menu.
DynamicInteractiveBoundary - try the edited again.
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It looks like the code is fine, rather the usage is the problem. It's unrelated to this thread, however.