Rather than having the Dialogue Option trigger the Player's response directly, you'd need to instead run a custom script that runs the response from there.
What kind of animation and update to text?
There's no official integration on the AC side - you should contact the respective authors of those assets.
Likely an integration script would be necessary to e.g. prevent interaction during an AC cutsene, or prevent AC interactions while using ano…
Try reading GetSelectedCursor instead, which will return -2 if an inventory item is selected.
You can also get the currently-selected item with:
KickStarter.runtimeInventory.SelectedItem
Welcome to the community, @Banzai, and thank you.
You needn't send the whole project - at least not yet - but I will need to see screenshots of your character's full root Inspector, their Animator Controller, and the Actions you're running.
Also l…
"Navcam" only refers to the default camera created by the Scene Manager. In 3D games, this'll be of the type GameCamera - the default type of camera for 3D games.
For a third-person camera, you'll want to instead make use of the "Ga…
Apologies - a bug is preventing this from showing.
I will remedy this, but in the meantime: switch your Drag Mode to Rotate Only to show the option. Uncheck it, then switch back to Move Alone Plane, and the effects of it being unchecked should sti…
For an effect to be visible, a Renderer component is required. This need not necessarily be a Mesh Renderer - Sprite Renderers can work as well.
It is possible to uncheck the Highlight component's Auto-brighten materials when enabled? option, and …
For a simple "condition is met" / "condition is not met" Action that can run one of two options, create a new custom Action using the included ActionCheckTemplate.cs file as its basis.
I can assist with this if you can share the…
You're not triggering an animation directly in the Action - you're affecting a parameter which, in turn, will result in an animation being played.
This disconnect means that the Action can't have a sense of what counts as "finished".
You…
I don't see it in your ActionList, but you will need to run a Variable: Set Action with Set As Menu Element Text to transfer the input box's value to the variable before you can check it.
See the tutorial about halfway down for screens on how to se…
You will need a custom shader, made using Shader graph, that handles the effect you're looking for (e.g. brighten) based on a float input.
You can then expose that input in your material's Inspector, and adjust it through script.
Welcome to the community, @fabri160477.
Any logic associated with the map should be "global", so that it can be checked and updated at any time during the game - not just when the map screen is open.
The easiest way to keep track of wher…
Your Hotspot will need to be disabled by default, or disabled by another Action - is this the case? To disable it by default, attach a Remember Hotspot component to it, and set its "Hotspot state on start" to "Off".
Your Action…
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If you're in AC's first-person mode while rotating a PickUp (with the RotateMoveable input), free-aiming will be locked automatically.
It's also possible to disable free-aiming at all times while manipulating Draggables and/or PickUps under…
By "rotation", you're talking about the cursor cycle?
You can add a Button element to your Menu to make it interactive, but it won't react to the cursor in the same way as Hotspots.
If you want to make it behave like a Hotspot, better to…
In this mode, the cursor cycles through icons on a per-Hotspot basis - so what icons are available depends on what interaction icons are defined for each Hotspot.
If you want to cycle through all cursors regardless of what icons are defined, set yo…