Are you using a custom EventSystem, or is AC spawning its own? Check that the EventSystem object in your scene at runtime has AC's Optional Mouse Input Module attached.
What also of your Menu's properties? Does it pause the game, and is it direct…
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What was the difference between these two procedures? It sounds like you're getting two different results with the same workflow.
The layer Hotspots use when enabled shouldn't matter so much as the "Deactivated layer", which is u…
How many on-screen are you dealing with, and is this a scene-based ActionList, or an asset file?
Are you relying on the AddressableIsPresent define symbol to reference such objects by Addressable name, or are you assigning prefabs in the Action?
What's your AC version? The error suggests it's not recent.
For AC to run, however, you must have all 8 Manager assets assigned in your AC Game Editor window. These assets are generated when using the New Game Wizard - see the bottom of the tutor…
Sorry for the trouble.
To help clarify where things stand as of now, can you describe exactly what's working vs what's not? Are AC menus working, while not Unity UI? Are movement and interactions working outside of menus?
A screenshot of your Se…
There's no built-in functionality for dropping items on Buttons - you'd have to hook into the OnInventoryDeselect event and then check if the mouse was currently over the Button.
Alternatively, you could make use of Inventory items in a "Chara…
So far as I can tell, this is a behaviour of Unity itself.
I would recommend looking into making optimisations instead of preloading scenes. The Manual's "Performance and optimisation" chapter covers many AC-related tips that you can try…
How many Actions are we talking about, or is it occuring for all lists regardless? Are you making use of any custom Actions?
Best for me to see this for myself. Can you PM me an example asset or scene that exhibits this issue?
Unfortunately, Unity's AsyncOperation.progress is not always totally accurate even in the best of times.
The AC Timer element's Value smoothing property can be used to make things feel a little nicer, as it animates the bar instead, but otherwise i…
Welcome to the community, @Robotron.
Yes, the Hotspot label is the built-in way of displaying the selected object / verb line.
When using the default interface (as provided when using the New Game Wizard), the Hotspot label is part of the Hotspot …
Tin Pot makes use of a Blend Tree, which may have an effect on looping behaviour.
Does yours make use of a Blend Tree? Which animation are you trying to loop - their idle? Any screenshots you can provide will help to explain the problem.
When us…
Version 1.73.2
* Added: Option to play scrolling speech text audio as Speech, coming from the speaking character's own Speech AudioSource
* Added: "Interaction on grab" and "Interaction on let go" fields to Draggables set to Mov…
You'll need to provide details on how to recreate the original issue, in that case. Screenshots of everything: Speech, Settings Managers, a character's Inspector, Animator and relevant transitions, a sample speech line, and what occurs vs what's ex…
Yes - you can hook into the OnMouseOverMenu custom event to enable/disable it based on whether you've selected the element or not. Despite the name, this event works for direct-navigation of menus as well:
using UnityEngine;using AC;public class T…
AC's ConstantID component does not affect an object's persistence in the scene - it merely allows it to be referenced by the save system and asset files.
DontDestroyOnLoad will make it persistent, but - as Rairun says - it's unrelated to AC.
A sep…
Welcome to the community, @Rob.
The define symbol isn't specific to any Unity/Playmaker release, so it should work regardless of version. It is, however, case-sensitive, and can't have spaces surrounding it.
If it's entered into the box in your P…