The containerItem variable is of the type InvInstance, which is a wrapper class for inventory item instances.
You can access its InvItem property to extract its label for comparison:
if (invInstance.InvItem.label == "name of inventory item&qu…
If you want your Menu to remain active once the dialogue option has been chosen, you need to change your Menu's Appear type to Manual, so that it doesn't close when the Conversation ends.
You then need to turn on your Conversation menu manually onc…
If you want the equipped item to affect things like dialogue options, etc, then its best to rely on a Global PopUp variable to keep track of what's equipped.
A PopUp variable can store a pre-defined set of text values (e.g. "Nothing", &qu…
It is. Since you can have unwanted scenes (including those of the game games) present in your project, AC looks to the Build Settings to know which scenes to search.
You needn't have to remove the scenes afterwards, however - unchecking them shoul…
He should be there. What is in the Resources folder, what's your Unity version, and have you imported the full AC package from the Asset Store?
Alternatively, grab the prefab here.
Welcome to the community, @YBusbach2.
Try unchecking Duplicate for each line? in the Menu's properties box. When checked, each speech line is displayed in a separate menu - so each line causes a menu to be turned on and off. Unchecked, the menu w…
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I'm not clear on your intent. You want the Use interaction to run when the Inventory item is selected?
You can't check for the selected item at the moment you drop the Draggable, because the Draggable can only be dragged in the first place…
You'd need a way of setting the appID variable. Searching the docs you've copied from suggests you can set it with an ID number. Something along these lines should do it:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Steamworks;…
* Your Active Input's "Input button" should be the name of an input listed in your Input Manager - not the input key itself.
* Your Active Input should also be disabled by default
* Your "Dialogue: Conversation" Action should onl…
I'll need to see your Settings and Cursor Managers, as well as the full Inspector of the object, in order to recreate it properly.
Please also describe the situation you're trying to achieve. What are you looking to do once you know the selected c…
You wouldn't need to create a new Menu for each "close up" instance - you can rely on ActionList parameters to re-use the same Menu/Button for each situation.
ActionList parameters are a way of repurposing ActionLists for different situat…
"Reset To Idle" is available from the "Method" drop down in the "Character: Animate" Action, when used to control a character that uses the Sprites Unity animation engine.
It's also possible to reset to idle automatica…
Make an ActionList asset (e.g. ClickDialogueOption) that handles the menu turning on, string variable update and animation call. Define parameters for any field you want to be dynamic, and then set those parameter values inside an ActionList: Run A…
It might be a case of the time you're calling such code. AC's regular interaction code isn't used while dragging objects, and since you're calling it as the Draggable is being dropped, it hasn't had a chance to re-initialise.
Try running those sam…
What came of checking the Console, and the "Loop Time" checkbox in the AnimationClip Inspector?
The main thing I'm seeing is that you're playing a custom animation in your OnStart cutscene, without a command to return to idle.
Even if yo…
So that I'm clear on the situation, can you share screens showing how the two appear in-game?
Best to see screens also of their Inspectors and Settings Manager.