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You're still bound by the conditions of your Settings Manager's "Hotspot detection method" setting. An Interactive Boundary merely prevents detection outside of it - inside it, a Hotspot can be detected as normal.
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If your…
If the Inventory Open Button menu only has one element, you don't need to show/hide the element itself - locking the menu will prevent it from showing.
There can be a frame-delay when updating animations. You could try unchecking Wait until finish…
You mention modifying scripts - have you changed anything that could affect menu behaviour?
Are your menus using Unity UI or AC?
Screenshots of all your menus as they appear in-game and in the Menu Manager, please.
If your game's "Subtitles" option is set to off/false, then subtitles will not display if associated audio is present.
The Subtitles option can be changed in your game's default Options menu, but you can also set your Subtitles menu to ig…
Define an input in Unity's Input Manager named "SkipMovie" and set its "Positive Button" to "mouse 0", which is the left-mouse button. Then assign "SkipMovie" as the button in your Action.
For mobile, you ca…
Are your "Speaker" fields set to the original prefab, or an instance of the prefab in a scene you have open? Prefabs should be picked up by the Speech Manager.
Please give the latest version a try in a backup/duplicate project, ignoring …
Welcome to the community, @tng136.
Can you elaborate on what you mean by "side scroller"? AC supports both 2D and direct-movement (i.e. using cursor keys to move the Player character, rather than pointing and clicking), but the term &quo…
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An Interactive Boundary won't automatically select a Hotspot - it's used to prevent a Hotspot from being selectable when the Player is outside it.
See the Manual's "Hotspot detection" chapter for details.
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In what way does…
It'd be a mix of custom scripting and AC, starting simple and adding more complexity (e.g. zooming, blurred background) as you go.
Each approach will differ based on the project's needs, but the "Chamber demo" example package on the Downl…
You'll need to use scripting, since your mockup effectively has two Hotspot labels - one under the cursor showing the item's name, the other for the "Combine X with Y" sentence.
The "..." in this sentence that only shows when th…
Use the Variable: Run sequence Action to redirect your ActionList to a different output each time it's run.
Its state can be mapped to a variable if you wish to save it, but this is optional.
No problem, thanks for clarifying.
What you're going to want to do is assign your cutscene cursor texture into the Cursor Manager field dynamically through script.
To modify any Manager property through script, right-click its label (or texture fi…
Open up the ACInstaller.cs script and find the two lines starting from line 230:
axis.Next (true);if (axis.stringValue == axisName)
Replace these with:
if (axis.Next (true) && axis.stringValue == axisName)
Does that resolve it?
The fact that the menu is on shouldn't alone cause AC to be in "cutscene" mode. If the cutscene cursor is active at this time, it suggests an ActionList is running at the time that's blocking regular gameplay.
If you enable the AC Status…
A Hotspot's "clickable area" is bound by the collider attached. This doesn't need to match the shape of the visiable object - if you use a Box Collider for example, you can extend the regions of it to extend out over the top of the cup.
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As an Inventory item may be interacted with in any scene, it needs to run an ActionList asset file to ensure that it can do so.
The ActionList asset, however, can still reference objects in the scene - provided that they're present at the time the …