Apologies - looks like I didn't think that answer through enough.
When you click on a Hotspot with an inventory item selected, it'll always default to a combine Interaction - a menu will only appear while no item is selected.
What we could try is …
Don't worry, we'll sort the issue - but we first need to find the cause.
Can you share a new equivalent of your last screenshot, showing the new full hierarchy?
What else can you share about your startup process? Do you have an "ActionList o…
Welcome to the community, @Kiki. Apologies for the trouble.
Are things more reliable if you uncheck Move with Rigidbody? in the Player's Inspector? It seems that this is an issue with the grounded check.
You may want to try using a Character Con…
Hi Ken,
AC detects Hotspots by using raycasts that come from the AC MainCamera. If you use a custom camera/controller asset, you'll need to make sure that AC's MainCamera is taking the same position/orientation as it so that it can pick up the cor…
It looks to be coming from an ActionList that's assigned in a Menu's "ActionList when turn on" field.
Try locking your initial menus until the issue stops, to isolate which Menu, and ActionList, is causing the issue.
Then try ending that…
Yes, I meant AC menus that use Unity UI. Sorry - I misread you.
Can you share screenshots to show what you mean by correctly aligning? AC won't control the positioning of elements with a Unity UI menu - that'll be down to the components.
However…
Welcome to the community, @BokchoyBoy.
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It is possible to generate new Inventory items through script at runtime, though be advised that doing so will interfere with AC's ability to save the state of your inventory - since these items will n…
You'd have to rely on some custom scripting, since Hotspot <-> Inventory interactions are limited to Use/Give, rather than an arbitrary amount.
The best way that I can think is to treat them as regular Hotspot "Use" interactions, an…
For NPCs to dynamically update their pathfinding, their paths need to be recalculated as they move - that's true for whichever algorithm you use.
Setting a non-zero value for the Settings Manager's "Pathfinding update time (s)" slider wil…
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AC's Inventory system was overhauled in v1.72.0. Items are now stored in collections, which have the functions previously present in RuntimeInventory:
AC.KickStarter.runtimeInventory.PlayerInvCollection.DeleteAllInCategory (categoryID);
(…
The "Object: Animate" Action only applies to objects that exist in the Hierarchy - it can't affect AC Menus, which are rendered using OnGUI.
To be able to dynamically control the position of a Menu, use Unity UI. As it offers much more i…
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If you assign the Examine ActionList in the Use slot as well, then either input should trigger it.
Alternatively, this script will cause InteractionA inputs to refer to InteractionB while the menu "Inventory" is open:
using Unity…
Currently, you'd have to rely on a custom script to play an animation at the position of each Hotspot.
Having the ability to animate the Hotspot icon in the Settings Manager is a fair suggestion, though - I'll give it some thought.
I'm not familiar with the asset, but it seems like it has very much its "own way" of handling audio - with audio being played via it's own playback system, rather than using e.g. Unity's Audio Mixers.
I'd expect it'd take specialized code…
Try this alternative to the above:
private void SetIcons (bool forController){ foreach (DynamicIcon dynamicIcon in dynamicIcons) { CursorIcon cursorIcon = KickStarter.cursorManager.GetCursorIconFromID (dynamicIcon.iconID); if (f…