It's possible to do this with Text Mesh Pro, which AC integrates with:
https://forum.unity.com/threads/tmp-double-column-possible.1135438/
This involves creating two TextMeshProUGUI components and linking them together. If you link the first one …
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AC uses GameCameras as reference for the MainCamera to use for position/rotation/FOV values. You can have multiple GameCameras in a scene, including the "Default Camera" you assign in the Scene Manager, but it's only the MainCamer…
Elements of type "Input" are intended for player input - e.g. letting them type in their name, or a password. They're not appropriate for inserting custom text via script.
A label element can accept variable tokens e.g. [var:2], which wi…
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Noted, thanks. I'm looking into this as a potential option.
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This script will "lock" your Hotspot menu if no touch input is detected for 3 seconds. It may need some tweaking, but give it a try by placing it in your scene:…
Yes, you'll need to ensure that the Containers are present at all times, so that they can be accessed whenever the menu is opened regardless of scene.
Create a new GameObject and parent both Container to it so that they're both individual children.…
* I'll need to see exactly how things are set up, and there's a lot of settings / images involved. It's best for me to see things for myself - can you PM me a .unitypackage or cut-down project that I can import on my end?
* An InventoryBox element …
You could feasibly use a local String variable, and then use the [localvar:X] token elsewhere to display its value, provided that you only did so in a scene that had this variable defined.
If you have many variables, local or global, be aware that …
Sorry I wasn't clear. You'll need to make sure that you have Items can be re-ordered in Menus? is checked in the Settings Manager for this option to show.
When called in a Build, AC's Engine: End game Action will call Unity's Application.Quit() function.
If the Switch requires an alternative function call, you'll need to check with the Switch developer docs. Whatever the process is shouldn't impacte…
You can't control an AC Slider directly that way, but if you update the volume directly then the element should update to reflect the change:
float speechVolume = AC.Options.GetSpeechVolume ();AC.Options.SetSpeechVolume (speechVolume);float sfxVolu…
The "Carve When Stationary" option of the NavMesh Obstacle component may help you here. That will update the NavMesh when the object it's attached to isn't moving, effectively cutting a hole around it.
Otherwise, it may have to be a case…
Welcome to the community, @brianeleven. What are your AC and Unity versions?
You shouldn't need to rely on an additional script to have your character's rotate instantly - setting a negative "Turn speed" value should cause instant rotati…
Welcome to the community, @AlessioSoleMagico.
If you have multiple exits from one scene to another, you'll need to rely on a Global Variable to keep track of which exit the Player took.
For example, a PopUp variable named "Island path" c…
Would this be for a 2D or a 3D game?
You'll want the "meat with sleep" to be an inventory item that you can then use on the tiger's Hotspot. If the player can carry regular meat (i.e. without sleeping pills), then that should be a separa…
Currently, the simulated cursor remains unlocked while the game is paused.
Does your Interaction menu pause the game?
If so, try disabling this, and use the following to lock the cursor:
AC.KickStarter.playerInput.forceGameplayCursor = AC.ForceGa…
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See the Manual's "Custom translatables" chapter. To gather custom text, you need to create a script (could be a Mono in the scene or attached to a prefab) that implements ITranslatable. To work with a CSV, your script would have …
What is your Menu's Source?
If you're using AC to render your Menu, check Highlight empty slots? in the InventoryBox element's properties to show the highlighted texture even if the slot is currently empty.
If you're using Unity UI, it's a case of…
Welcome to the community, @Skywaalker.
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So that I'm clear: does this occur mid-drag, or only at the moment you first touch? And is this occuring for you in the Editor, or only builds?
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Where is the cursor at this time? If it's over…