If it's an AC menu, no - speech-related input is handled before menus in the AC update loop.
If it's a Unity UI menu: I'm not sure when UI Buttons receive input relative to other components, but AC's update loop comes from the StateHandler script. …
Thanks for the package, I've recreated the issue.
At least with the demo files you sent, the problem was that you had multiple speech tracks linked to the same character - in this case, the Player.
Doing so creates a conflict, with each track tryi…
Assuming you already have a reference to the given item instance, the code checks would be:
if (invInstance.InvItem.useActionList == null){ // Item Has no "use" interaction of its own Hotspot nearestHotspot = KickStarter.player.hots…
To avoid having to change the interaction method, you'll need to make a modification to AC's code. Open up RuntimeInventory.cs, and find the following code block around line 961:
case AC_InventoryBoxType.HotspotBased:{ if (KickStarter.settingsM…
(Quote)
I may be misunderstanding your intent here, but it seems like a Conversation may be a better fit here.
A Conversation's options can be presented as icons, and can also be linked to inventory items, so that a given option will only show if a…
AC or Unity UI based?
The above trick of using a Canvas Group to prevent interactivity isn't limited to an entire canvas - you can place it anywhere to disable any set of child objects in the hierarchy.
The component's Interactable property could …
Welcome to the community, @theacefes.
When building to desktop platforms, AC's default behaviour is to save in Binary. Both Json and XML are available as alternatives, but you need to enforce this through a custom script.
The following code, insi…
Do you have any non Hotspot collider / collider 2D appearing over the area, that may be interfering with the Hotspot detection?
The 2D Demo uses the same interface and shouldn't have this issue - does it work for you if you temporarily switch to th…
The act of clicking a Hotspot, then an Inventory item to combine it with, requires Choose Hotspot Then Interaction mode, with an InventoryBox element of type "Hotspot" present in the Interaction menu.
This way of interacting is used in th…
As in, two different GameObjects with the same name? Was this from a scene-based ActionList?
Sounds odd. Scene-based Actions rely on Unity's own ObjectField method to store object references, so it may be more of a Unity issue.
I'm not sure ther…
It's too specific for there to be a dedicated built-in Action for it, but any Manager field can be accessed through script. Right-click the field's label to get an API reference to it. In the case of the "Ignore input?" option, it's:
AC…
Are you moving the mouse or clicking anything when it reverts back? If not, it should remain as the Hotspot cursor when hovering over Hotspots.
Can you share your Cursor Manager in full?
No, that is how it should work. Is the material updating in the Inspector?
It may be due to the way HDRP works. Try opening up ActionChangeMaterial.cs, and replace the two instances of:
.materials
with:
.sharedMaterials
Does that have any eff…
As with any integration, the exact nature of it can be changed to suit the specific needs of your project, but the one I've written for you includes a custom Action that can be used to trigger Yarn nodes within an AC ActionList.
This allows you to …
Those messages should only be appearing under the following conditions:
* Playback mode is set to Clip Duration
* There are no speech clips at the current point in the Timeline
I'm assuming they're showing while the second isn't true, i.e. you're …
It looks like the scene hasn't been searched by the Gather Text process. If it were, the Hotspot's auto-generated line ID should be displayed at the top of its Inspector.
This likely means it's an issue with the scene, rather than the Hotspot itse…