The OnHotspotSelect event will be triggered if the player mouse-overs a Hotspot, which needs to occur before it can be run. OnHotspotInteract will be run even if the Hotspot has no Interaction ActionList assigned.
If you're looking to have the who…
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If you were to stick to this approach, the way to do this would be to have your Button ActionLists each run an ActionList: Run Action that then runs the "correct" ActionList for that situation.
If you define a GameObject parameter…
You don't need to connect each element in your Unity UI prefab - you can still animate it without it being connected to the Menu Manager.
You only need to connect it to an element if you want AC to handle its display or interactivity.
Ah, I see - thanks for the explanation.
Each Button element defined in the Menu Manager does need to be linked to a specific Button component in your Unity UI prefab, so yes: if you wanted to link each up to the Menu Manager, you'd have to create a…
Either way, it's not a big deal - the ACEditorPrefs asset isn't relied upon by your game, only some of the Editor windows (and even then only if present). I wouldn't worrry about it.
Regardless of a Menu's Source, AC will still refer to the text entered into the Menu Manager for both original text and translations.
Check your Label and Button elements inside the Menu Manager - these should have text fields that will be included…
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You can check the currently selected item with:
KickStarter.runtimeInventory.SelectedItem
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Hotspots and Moveable objects are placed on the "Deactivated" layer (by default this is Ignore Raycast, and configurable in the Set…
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Is that the exact text that should show each time, or are these just stand-ins for correct/wrong responses? I'm not following the need to duplicate these buttons multiple times - is each "time" intended for a separate question tha…
Is the Unity version you're using now the only one that's showed this error, or does it go further back?
The issue itself is to do with Unity's asset importer, but both the ACEditorPrefs and References asset files can be replaced if necessary (thou…
Have a look at the "UI Template: Speech bubble" package on the Downloads page - you may find it easier to adapt it rather than create one from scratch.
Could the external script have caused compilation errors, and/or make Unity go into "Safe Mode"?
If all's fine now, you're welcome to move on - if it happens again and/or you learn the cause, share details then and we'll get to the bottom…
Which aspect are you looking to simplify? The need for an ActionList to trigger the event?
If you switch your Source back to In Scene, but unset the Interaction ActionList, the OnHotspotInteract custom event should still trigger. You can move you…
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This is when clicking on the Draggable, and not the Hotspot?
How are your Hotspots and Colliders and Moveable_Drag components arranged relative to one another. Please share images that show full details.
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If the Player clicks a Hot…
You can determine if Ambience is currently playing with:
AC.KickStarter.stateHandler.GetAmbienceEngine ().IsPlaying ()
This could be incorporated into a custom Action if you wanted to check this state before issuing other commands, but it really d…
Is it your "Briefcase" graphic element that's the problem, or the inventory slots?
You have no texture assigned in the element's "Texture" field, which will clear the Image component's Sprite field at runtime. Assign the same t…
Thanks for the details - you can un-comment the line again now.
It sounds like AC is doing its job. Certainly give the TeleportPM script a try, but the issue may be to do with PuppetMaster not allowing for position changes, or the way the two asse…
Scene attributes are a special type of variable that - when defined - are present across all scenes.
In the case of a "characterisdead" variable, that only needs to be accessed in this particular scene, stick to a Local variable. Or, if …