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As the oneClick variable isn't changed without custom scripting, the RememberHotspot component won't store changes made to it at runtime. In this case, yes: a custom Remember script will be necessary. Such a script, however, will work both…
Don't worry - we can sort out all these issues - though could you share some screenshots or gifs/video to illustrate your animation problems? I'm afraid I'm not sure I'm following your description exactly, and visual problems are often best seen to…
I'd say it'd be a case of switching to a separate camera that's got its own set of distance/FOV etc values whenever aiming, and switching back to the "regular" camera otherwise.
The package's PlayerCombat script has an "IsAiming()&qu…
Thanks for the details, and apologies for the trouble.
v1.74.3 made changes to the IK system to fix a related issue. I will look into this to find a way to resolve both.
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You may have to rely on a per-slot CanvasGroup component, but you can try temporarily unsetting the Image's Sprite for the duration:
using UnityEngine;using System.Collections;using AC;public class AnimateCursor : MonoBehaviour{ public V…
The script could be modified to read a per-Hotspot script that has its own Distance value, but the built-in method of varying distance is to rely on an Interactive Boundary.
If a Hotspot has an Interactive Boundary assigned, then the distance check…
Welcome to the community, @tricoos.
When Hotspot detection relies on raycasting (as is the case with the default "Mouse Over" option), then each Hotspot must be associated with a unique Collider. I'd advise combining your two separate Ho…
Welcome to the community, @tibao.
The answer depends on whether you're working in 2D or 3D. Since you mention "bake" showing in the Inspector, though, I'm assuming this is for a 2D scene.
When it comes to a 2D NavMesh, you should avoid …
What is the item's name, and what is the error message in full?
As you're using a very old AC version, it's likely this has since been fixed - what's your Unity version?
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Can you elaborate on this? Do any messages appear?
The script does not control the Image's sprite, and does not affect its position outside of the function call. You will need to set its appearance to match the item you want to simulate being dragged.
Don't worry about the item being invisible bef…
I believe this was the script:
using UnityEngine;using AC;public class EndHoldOnConversation : MonoBehaviour{ private void OnEnable () { EventManager.OnClickConversation += OnClickConversation; } private void OnDisable () { EventManager.OnCli…
What are your AC and Unity versions?
It sounds like there's an issue with the item's name. Does it contain any special characters?
Clicking "Create" beside an Interaction is optional, however. If the button is not working for this item…
Pause the game when it's not showing and check its Inspector - it may be down to the way its RectTransform scales based on its parent transforms.
Since you mention the triangle, you may find useful the "UI Template: Speech Bubble" package…
Welcome to the community, @Youngjin.
You can only have an ActionList run when a Slider's value is changed if the Slider is connected to AC's Menu Manager as a Slider element.
If this is the case, you can set the Slider element's Slider affects pro…
Recreated, thanks.
The issue is that you're updating the Animator before the speech is played. Since the Menu is set to appear when speech plays, the UI is disabled at this moment, and Unity won't process the update call.
There's two ways to go a…
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You put in the RectTransform that should be moved as part of the animation. This should be an Image that will represent the item being moved from one slot to the other.
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An item's ID is its number beside its name in the Inventory Ma…
I modified your code snippet above to make it call a cutscene. There's no naming convention - you just have to assign the cutscene inside the "Cutscene On Complete" Inspector field.
The code you posted was not a complete script, however.…
Cursor Rect Transform is reserved for the Image that represents the item being moved from the original item slot to the item being combined with. This is the dynamic aspect, and the part that needs scripting, because you can't predict in which slot…