I'm not 100% sure of your meaning. Can such items be taken by an NPC at any time once on the ground, or e.g. immediately after being dropped? How are such items determined if they can be taken by someone else?
If you want items to be "detect…
What are you referring to with "dialogs are displayed"? "During Cutscene" mode shouldn't show while a Conversation is active - but it will show for the responses if they're from a gameplay-blocking ActionList.
Setting it to Man…
This function will call your script's OnInventoryAdd function, affecting the journal only:
public int journalItemID = 10;public void PopJournal(){ var invInstance = KickStarter.runtimeInventory.PlayerInvCollection.GetFirstInstance(journalItemID)…
Apologies for the hassle, but glad they're working now.
The UI folder holds the prefabs for the default interface. CutsceneBorders, GraphicOptions and Title are all from additional Templates, and their prefabs are in separate subfolders alongside …
I'm sorry, I cannot recreate such behaviour at all.
In a backup / duplicate project, try the latest release.
Are there any other factors, such as custom scripts, at play that may affect behaviour?
Yes, it's the Link graphics to field that should handle this.
When set to Image Component, it'll link texture-assignment to the first-found Image component in the Button's Hierarchy. A child Image component will be used only if no Image component …
Does this scene have an Event System present in the scene file itself? If so, remove it. The Input System integration works by spawning in the custom Event System prefab assigned at the top of the Menu Manager - but it won't be able to if one is a…
Welcome to the community, @hsnsns.
The messages relate to the setup of your Menus in the Menu Manager.
When a Menu's Source is set to Unity Ui Prefab, it'll rely on a UI Canvas prefab - built using Unity's UI components - for its display.
This pr…
Does the Player need to "click" the Hotspot to interact with it? Does it interrupt the Player's movement by doing so?
Check to see if this occurs with a Trigger as well.
That's a check based on the Menu's "Appear type", to have it automatically turn on during conversations.
You could try switching it to Manual and then manually turn the Conversation on with an Menu: Change state Action.
However, the opti…
I can't reproduce such behaviour.
What are your AC/Unity versions, and how are you switching scene?
Does this occur with an ActionList that has a single Scene: Switch Action, and setting its When running property to Run In Background.
Do you have an OnStart cutscene, or some other ActionList that runs - however briefly - when a scene begins?
AC will enter "cutscene" mode whenever a gameplay-blocking ActionList is run. If you want to avoid this for a given ActionList, …
I would recommend against switching the order or those - as it will cause issues elsewhere.
Alternatively, we could try modifying the custom Action to have it only remain paused if no Conversation is active, i.e. replace:
if (ArticyFlowPlayer.Inst…