Does any part of your Conversation menu overlap the boundary of the Inventory menu, and where does it appear in the Menu Manager's stacking order relative to Inventory?
Is your first screenshot as things appear once the ActionList has been run?
What is your prefab's original position, and where is the spawned object relative to the Marker it should be placed at?
For cameras, you can probably make do with an overl…
Can you share some screens to illustrate the issue as it appears in the Game window?
I've gone and updated the wiki page with a new script and instructions, which should be more reliable for situations that involves Hotspots as well. Give it a try…
(Quote)
What is the orientation of your camera vs the position of the original prefab?
The alternative would be to have it appear "Relative To Marker", and clear the original prefab's position, so that there's no offset.
(Quote)
The defa…
What's the context? To disable all elements within your UI, or just one in particular?
My above mention of accessing the Canvas was as a means to simplify the process by using a Canvas Group component's Interactable field. If you're dealing with …
Things look OK in the screenshots.
The "Relative to" options in the Object: Add or remove Action mean that the spawned object's position is a calculated by adding the position of the relative object to the position of the prefab. Make su…
(Quote)
Right - this should be another Animator, independent of anything you may have on the root.
(Quote)
Sorry, typo. I've updated my previous post with the correction.
(Quote)
You probably want to make a child after the Panel, so that you can …
By "turn on and off", do you mean enable/disable GameObjects themselves?
Timeline's Activation track can be used to activate and deactivate objects, but that's not related to AC.
You can animate an NPCs position in Timeline using Unity's…
The behaviour you're expecting is as it should be: the Remember Container component should keep track of what items are present in the Container its attached to.
What are your AC and Unity version numbers? I shall attempt a recreation.
As the placement of auto-arranged Actions are dependent on one-another, it's not really possible to isolate one to be unaffected.
You can, however, opt to auto-arrange only the currently-selected group of Actions. Marquee-select the Actions you wi…
Is it only the InventoryBox element that's not responding?
Try creating a Button element in the Menu, as well as an associated Button component in the UI prefab, and have it run an ActionList that calls e.g. the ActionList: Comment Action to see if…
(Quote)
I mean that if you assign a prefab as the speaker, then it should be listed in your game's text export.
For asset files, you should assign the prefab, not a scene instance.
I can't recreate such an issue on my end doing it this way. Pleas…
And you've cleared the "Auto-select first visiblae Element?" / "First selected element" options?
Are you using a custom Event System? Try creating a new Event System object, prefabbing it, and assigning it at the top of the Men…
What are the state of your various "Directly-navigate" Menu Manager options now that they're showing again?
It might be a case of having to uncheck these options, together with your "First selected element" settings, when using …