(Quote)
You'll need to switch to Unity UI for this, but I recommend doing this anyway - AC-menus are really best for rapid prototyping.
The AC-menu "Highlight texture" field is only intended for when an element is selected/clickable - not…
What version were you previously using?
InventoryBox elements that are set to display a Container have a Click behaviour property, which controls what happens when an item in the Container is clicked.
By default, this is set to Move To Inventory A…
What is the camera's exact behaviour?
At runtime, pause the game and check that the AC MainCamera component is in the same position as UCC's, and that it's listing the UCC camera in its "Attached camera" component field.
Bear in mind tha…
Remember and ConstantID components will not be registered by the save system if they - or their GameObjects - are disabled.
You can, however, use a Remember component on a separate GameObject that refers to the disabled object itself:
using UnityE…
I cannot recreate the issue on my end - multiple Containers parented to an object that's set to DontDestroyOnLoad have their contents saved correctly.
The Remember Container components do, however, need to have Retain in prefab? checked - is this t…
How is AC involved with the Particle System - have you attached AC's Particle Switch component?
If so, this component will react to "Turn Off" messages sent to it via the Object: Send message Action - is this the case, even inadvertently?…
My code above was not a new Action - rather a script to call an ActionList that has the correct Action (Object: Apply resolution) in your project.
Remove the above script's folder from the Actions Manager, and instead attach it as a component to a …
If you're dealing with a new MainCamera object in each scene, you will have to update it after the scene switch.
This can be automated, however. If you create an ActionList asset with the above Action, you can trigger it after a scene change with …
(Quote)
That was the intent, as I understood it.
By "override", do you mean bypass? As in, clicking on the screen anywhere except the menu, skips speech?
The screen isn't clear enough to illustrate your intent - can you describe what you're looking to achieve in more detail?
QTEs can be used to run Actions when an input is held down, but it may be that a custom interaction system is better suited in…
It's down to the "rule" that dictates when the circle graphic should stop being drawn, but likely scripting will be involved.
You can update the UI Button object in some way (e.g. enabling a Circle Image on a child object) when the user c…
Please share the whole code - and explain what the actual issue is, i.e. which part of the code fails.
If OnHotspotInteract is running, is the interaction not running at that point? You can learn which interaction is running with:
Debug.Log (hots…
It may be a shader issue.
The built-in effect is achieved by affecting the material's "_Color" property, which not all shaders have. I can't say why you'd have a difference between the Scene and Game windows, but that may be a Unity beha…
Temporarily leave the script out of things for the moment - the first thing is to get items placed in the containers saving correctly.
I shall test things on my end as well.
(Quote)
If you're doing that, then the character's direction is forced - and not calculated by GetDirectionalSuffix. You will need to revert back for a reliable test.
(Quote)
No - this was a test to isolate the cause of the issue, i.e. the charac…