So long as you know the name or ID number of the inventory item parameter, you can retrieve it with GetParameter, i.e.:
ActionParameter parameter = actionList.GetParameter ("Item");int itemID = parameter.intValue;InvItem invItem = KickSta…
The per-state Description is intended to cater for that.
A Label element's Label type property can be set to State Description, which will display the Description for the Objective's active State.
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If you're meaning to limit detection based on the Player's direction, you can adjust the size/position of the Player's "Hotspot detector" collider to be more front-facing.
If you're instead looking to limit interaction to only a c…
You can filter by the ActionList's type to only affect Hotspot Interactions:
if (activeList.actionList && activeList.actionList != actionList && activeList.actionList is Interaction && activeList.actionList.actionListType ==…
Your thread's title and description seem to be covering slightly different topics - are you looking to alter the position of the Menu itself, or alter the appearance of the elements within it? As this is a visual problem, screenshots would help cla…
You can't access components or variables in non-loaded scenes, but that's down to Unity itself.
You could feasibly access AC's internal record of a given scene's save data - the LevelStorage component's GetLevelData is private, but it you changed i…
If the first object deals with multiple lines of dialogue, you can use the ActionList: Kill Action at the start of the second object's Interaction to kill the first, and prevent its lines from being fired.
This could also be automated through scrip…
What is your AC version?
It may be running, only with no effect.
Add an ActionList: Comment Action with some dummy text, and move it to the front - does it appear in the Console when running?
If so, it may be an issue with updating an Animator th…
What are your AC and Unity versions?
How your character moves is based on the settings and components you've assigned to them - I will need to see screenshots of your setup before I can know any more.
As it's a visual problem, it'd also be very he…
I can't recreate this with those values alone. It may be some other rendering setting unique to your project.
Are you getting this behaviour in a fresh AC project with those rendering settings?
If you're still using AC to handle the character's motion once a path has been calculated, they still abide by AC's various movement settings.
If the character is spinning around the final node, it may be that you need to lower the "Destinatio…
I've been looking into them, and unfortunately it's not possible to load in a scene as a regular addressable asset file - it has to be loaded as a scene directly.
What you can do at the moment is place a scene in an Asset Bundle, then make that an …
The use/examine icon pairing can be drawn as the mouse-cursor when hovering over Hotspots via the Cursor Manager.
To draw these icons indepentently when the Hotspot is highlighting, you'd have to rely on a custom script. Try this:
using UnityEngi…