The errors visible in your screenshot are all related to Timeline, and will show if Timeline is not present in your project while AC expects them.
To resolve: either install Timeline via Unity's Package Manager, or enter in the text "ACIgnoreT…
I think my code above was flawed, as it wouldn't account for the mouse not initially being over the menu when first turned on. If what you have works, stick to it - but my corrected code is here:
Menu inventoryMenu;bool isInsideMenu;void Update(){…
What is your AC version?
(Quote)
Which one? The one you're selecting originally, or the one you're using it on?
Check Combine interactions work in reverse? in the Settings Manager to have combine interactions work both ways.
If you still have tr…
(Quote)
AC will flag Unity UI prefab menus as this automatically, as they should survive scene changes. Their location in the Hieararchy shouldn't be a factor, however.
As Unity UI is another layer of complexity, though, it'll be necessary to know…
In what way does it not work? Have you set your "Inventory interactions" setting to "Multiple" to enable interaction menus for Inventory items?
Best to see a screenshot of your Settings Manager as well.
If it's working with the joystick, also with Rewired, then it's likely a configuration issue inside Rewired - it sounds like the AC side of things is working.
It should be the same as any other Rewired Mouse mapping. Do you already have Interactio…
Welcome to the community, @Eldakan.
You can determine if the mouse is over a menu with:
PlayerMenus.GetMenuWithName (myMenuName).IsPointInside (KickStarter.playerInput.GetInvertedMouse ());
Your script would probably need updating to something li…
On the inventory side of things, clicking the cog menu beside an item at runtime will give you the option to give it to the Player.
Clicking the cog menu beside the "Create new item" button below will also give you the option to give all …
If you use Any State, you'll transition back to SuitIdle from SuitTalk and SuitTalk.
If you switch to a Trigger parameter, you can continue to use Any State, as it'll be a one-time transition. You'll have to make a separate "Normal" Trig…
(Quote)
If it becomes selected when enabling the "select when unhandled" option, then it sounds like the interation isn't defined in the item.
Is the Interaction element in your menu mapped to the same Icon that the Inventory Item has def…
If you use the Sound: Play Action to play audio from a specific Sound object and check Wait until finish?, then the Action will end if a separate Sound: Play Action is used to stop that same Sound object.
To run such an Action when input is detecte…
If a Menu is locked, it will remain turned off even if its "Appear type" condition is met. You can keep the Inventory menu set to appear during gameplay, locked by default (the Start game locked off? property), and then unlock it when the…
There's a couple of ways.
One is to alter the Menu's Appear type through code:
AC.PlayerMenus.GetMenuWithName ("Inventory").appearType = AC.AppearType.Manual;AC.PlayerMenus.GetMenuWithName ("Inventory").appearType = AC.AppearTy…
Are you still looking to drag the object, or limit interaction to e.g. single-clicking that automatically moves it?
If a Draggable object is attached to a track, it is possible to enable snapping so that it snaps to the nearest "snap point&quo…
Yes - if you want to have the same thing for inventory items, it needs to be specifically included in the script:
using UnityEngine;using AC;public class RightClickInteraction : MonoBehaviour{ private void Update () { if (KickStarter.r…
Blend Trees should avoid the need for transitions, though it may be easier to visualize if you keep them separate.
If you did use transitions, don't use "Any State". You'd instead have to create three separate ones explicitly for your Id…
We will need to see the contents of the AC Status box at the time the freezing occurs.
Look for Unity's Player Log file as well - it may reveal more clues towards the bottom if you quit after the freezing.
It could be that you have another script or class in your project that shares the same name, "MenuButton".
Try this potential fix: open up MenuManager.cs, and replace the line around 592:
MenuElement newElement = (MenuElement) CreateInst…