Welcome to the commmunity, @croquetasesina.
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The verbs available in your game are defined in the Cursor Manager, under the "Interaction icons" section. There you can find the names of all the verbs used by the template.
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C…
The SavesList element can either save a game directly (with "Save when click on?" is checked), or indirectly (by running an ActionList that handles the saving).
Which are you using? Can you share screenshots of both the SavesList element…
I can't recreate the issue. Only When Highlighting should include when Hotspots are flashed after invoking the FlashHotspots input, and that's the behaviour I'm getting in the 3D Demo with the above settings.
Do your Hotspots have Highlight compne…
What is your AC version? There is no "yield return null;" line in the current release's PrepareSaveCoroutine.
How are you saving the game? Directly via a SavesList menu element, or through use of the "Save: Save or load" Actio…
Disabling interactivity should invoke its "Disabled" animation state - so it's a case of either disabling the object, or animating the state to appear invisible.
I say "should", because I've recreated the issue - UI-based Button…
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The existing Action allows you to use a GameObject parameter in place of the "Marker to reach" field - is this not what you're looking to do?
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Pathfinding is optional with this Action, but enabled by default. If you're try…
Tricky.
The OnLoadSpeechAssetBundle event is triggered after a bundle is loaded - and the current language's bundle is automatically loaded when the game begins.
On top of disabling this default behaviour and loading it manually - which is a case …
I'm not sure I quite follow the intent, but I can't see anything wrong with the code - provided that it's not on an object that isn't enabled at all times (e.g. a Menu UI).
Try placing Debug.Log statements inside the EventManager_OnStartSpeech func…
The Wait until finish? field in the default Character: Move to point Action should do this already, unless I'm misundertanding you.
Regarding your code, once you set your "isRunning" variable to true, the Action will be re-run - either th…
Your "When invisible" property is set to "Disable Object", which ought to disable the GameObject entirely.
To instead have it prevent the Button from being interactive, change this to "Disable Interactability".
For details on how a given field can be updated, search for it in the Scripting Guide. The entry for "hotspotDetection" can be found here.
To modify this at the same time as the cursor:
public void ShowCursor (){ AC.KickStarter.curso…
Enable Player-switching, and convert your NPCs to Players that become listed in the Settings Manager along with your default Player.
When Player-switching is enabled, AC will track all Player characters listed in the Settings Manager - but they don…
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Given recent updates, this may no longer be a requirement - though I'll have to check.
If you do want/need to change your "Interaction method" at runtime, right-click on the field's label to get an API reference to it. This is th…
AC has it's own EventSystem to handle mouse-driven vs directly-navigated menus - mainly to ensure that things like click inputs (InteractionA etc) are consistent.
Though, a UI Button in an AC Menu isn't strictly required to be linked to an equivale…
Are you referring to the background images, or the NavMesh?
A new NavMesh can be constructed using Unity shapes such as cubes, baking the NavMesh, and then hiding the original shapes. A tutorial on creating 3D NavMeshes can be found here.
2.5D ga…
Welcome to the community, @cipriannnevolnicu.
To allow for free-aiming, you need to set up two things:
* Make sure the cursor is locked, which can be set by default by checking Lock cursor in screen's centre when game begins? in your Settings Mana…
That would be more in keeping with the recommended workflow.
The ActionList: Run Action accepts GameObject parameters for scene-based ActionLists, and Unity Object parameters for ActionList assets.
The code looks fine. What's your AC version, and are you playing in the game's default language?
Try unchecking "Values can be translated?" - does that affect things?
An alternative way to set the string value:
GlobalVariables.GetVaria…
That suggests all is working - your code is being run, and the AC variable is being updated.
Make sure that Show runtime values? is checked in your Variables, and then share a screenshot of your variable in the Manager once the Console has been upd…