Welcome to the community, @NikolaVetnic.
Each of the Menus that make up the default interface can be changed or replaced by editing them in the Menu Manager. Selecting a menu, e.g. "Pause", will give you a list of properties as well as t…
Which way is the character facing before you click? Try checking both Turn before pathfinding? and Retro-style movement? in the Player's Inspector.
To rule out this being an issue specific to your Player, try also temporarily dropping in the 2D De…
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Reduce this line to just:
if (axisName == "Vertical") Debug.Log ("Value: " + movementAction.ReadValue<Vector2> ().y);
The messages should then be limited to Vertical axis checks. What do they show when pressing t…
Welcome to the community, @Talez.
If you're using Direct movement, you can use the Player: Constrain Action to limit which direction the Player can be moved in.
When using Point And Click, however, a little custom scripting is necessary. You can …
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This version sees it replace the GameCamera Third Person, so the download has been removed. Existing projects that make use of it should be unaffected, however.
For other menus, presumably, it shows values other than "Input: 0", I take it?
Inside your InputSystemIntegration script, look for the Custom_GetAxis function. At the top, copy/paste:
Debug.Log ("Input axis: " + axisName); if …
Are you spawning the "ContainersEquip" prefab at runtime, or are you still testing in a single test scene for now? If spawned, at what point?
Is the script present on the "headContainer" GameObject that's in the scene at runtim…
Keep it unchecked if it was already - I'm just trying to learn the situation.
I can't recreate the issue, but it may be related to the mixing of Input System.
Do you have any other Menus or UI elements enabled at the time?
In PlayerInput.cs, look…
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How are you using this click to handle the transfer? Through the item's Use ActionList? Please share a screenshot showing for example item.
Are these variables and properties all Integers?
Paste in the following at the top of the script'…
You can call the CursorIcon class's ReplaceTexture function to replace its texture, e.g:
AC.KickStarter.cursorManager.pointerIcon.ReplaceTexture (newTexture);
To get an API reference to access each of your cursors, right-click each cursor's textur…
Involving prefabs and player-switching makes the issue more complex: the most simple method of dealing with the Player is to have the character be in the scene file, as you are now.
This isn't so much a bug with either AC or PuppetMaster, but the w…
Welcome to the community, @RPRezo.
By button, are you referring to a menu button, or a Hotspot in the scene?
It's possible to define Active Inputs, which run ActionLists when a given input is pressed (see the Manual's "Active Inputs" cha…
See the "Upgrade notes" section for v1.73.4. This option has been deprecated in favour of the aspectRatioEnforcement enum, which allows for more options.
To enable/disable aspect-ratio enforcement:
AC.KickStarter.settingsManager.aspectR…
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Are you using Unity UI, is the menu set to pause the game, and/or is the first option highlighting without use of the mouse? Share screens of your Menu Manager and the Menu's properties if possible.
The Menu Manager has a dedicated Directl…
A Global Float Variable can be used to note the time remaining in seconds. This can be lowered by 1 each second by looping a Variable: Set and Engine: Wait Action together - checking each time if it's below zero with an additional Variable: Check A…