Recreated, though depending on your interaction settings, this may be desirable.
I'll consider how to implement an official change/fix, but for the moment you can reverse this by opening InvInstance.cs, and replace the code block aroung line 550:
…
Your video shows a red icon beside your Third Person camera in your Hierarchy - is this a Cinemachine camera?
AC can be made to work with Cinemachine, but it has to be configured properly. See the Manual's "Working with Cinemachine" chap…
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As AC's HoverInstance property is updated as part of the internal update cycle, it may take another frame to reflect the "true" state of things depending on how you reference it.
When hooking into the OnMouseOverMenu event though,…
As each platform has its own API and requirements, there's no set-way to handle it - but customising where AC saves/retrieves save games is typically a matter of implementing a iSaveFileHandler script.
See the Manual's "Custom save formats and…
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This was made available in the v1.73.0 update - you'll need to import the latest release to make use of it. Be aware that Unity's Package Manager has had some issues regarding making the wrong version available for assets. Try importing vi…
You would need a custom script that changes the main cursor when the Inventory menu is turned on and off.
This, placed in the scene, an its Inspector configured with the textures, should do that:
using UnityEngine;using AC;public class Conversatio…
KickStarter properties are automatically set when called for the first time. Once the PersistentEngine has been spawned, they should then be findable.
Can you share the exact NRE error you're getting, stacktrace included? What other messages are …
Switching camera shouldn't cause issue with movement.
What is your AC version, and can you share screenshots of your Settings Manager?
Try pausing the game when the problem happens - if you view the AC MainCamera's Inspector, it should list the na…
Welcome to the community, @Discordia104.
AC should certainly be capable of achieving what's shown in the videos. "2D first person" games are essentially standard 2D games that don't feature a Player character on-screen. The presence of …
The same errors as above?
Those will only appear if you add the UltimateFPSIsPresent scripting define symbol in your Player Settings - which is only a step to take when using UFPS v1.
When the symbol is added, those errors will appear if UFPS v1 i…
Another such Action can be used to re-enable movement.
If you want to make multiple clicks to the same Hotspot toggle between these, move this second Action to a new "Use" interaction on the same Hotspot, but keep this new Interaction dis…
What AC version are you using?
If such an Action is used by an ActionList asset, or if the objects it references cannot be found in the scene (i.e. are prefabs), it should record the Constant ID values of those objects - and use them to locate thei…
The included UltimateFPSIntegration script is for the legacy UFPS asset, AKA UFPS v1.
A package for UCC integration can be gotten on the Downloads page.
My apologies - I've recreated the issue on my end. It seems like there was an issue when updating it.
Please give me a short while and I will make the necessary corrections to the package.
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GetFullLabel will include verb names as well as the item (i.e. "Use X" instead of just "X") depending on your settings. If you just want the item's name, use InvItem.GetLabel.
Which item it gets will depend on how and w…
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Through script, yes. Try this: attach it to your Hotspot and add an "Unhandled Inventory" interaction:
using UnityEngine;using AC;public class HotspotRecipe : MonoBehaviour{ private void OnEnable () { EventManager.OnHotspotInt…
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Please elaborate on what the issue is. The workflow I'm suggesting doesn't involve re-assigning markers once the initial prefab has been set up.
When it comes to an issue like this, the devil is in the details - please consider sharing scr…
You would need to rely on a custom iSaveFileHandler script, which is a script that tells AC where to store/retrieve save game files for.
AC provides two: SaveFileHandler_SystemFile (which saves to a file on your machine), and SaveFileHandler_Player…