Depending on your interface settings, you can define Unhandled Interaction ActionLists in the Cursor Manager - one for each icon - that run if a Hotspot cannot be interacted in a given way.
If a Hotspot has no interaction for a given icon, the unha…
If you clear the "IsTalking" parameter from a character's Inspector, it's value in the Animator will no longer be set automatically - allowing you to set it manually through script.
Try this. It'll set the parameter for all characters wh…
Welcome to the community, @knorgoth.
AC can certainly handle the traditional adventure mechanics side of things - including direct control over a 2D character. Though it's for 3D, this tutorial probably gives the best idea of how AC works, and man…
Each release carries with it a set of "Upgrade notes" in the Changelog, that report any changes that you need to be aware of. So long as you carefully go through the notes for each version in between v1.71.7 and the latest, you should be …
At what time do you use the Action, and how does it relate to "crossing the region"? Do NavMeshes overlap?
Any form of screenshot or additional material will help understand the situation better.
Since you're hooking into the OnMenuElementClick event, you can extract this from the Container it's mapped to:
inventoryBox.OverrideContainer.InvCollection
Naturally, this'll only work if the InventoryBox element in question is being manually ove…
Thanks for the report, but I'm afraid I'll need more complete steps to reliably reproduce the issue. Are you switching the scene's NavMesh with the "Scene: Change setting" Action? Baking your NavMeshes?
Please also share the exact error…
Not if they're particles, no. Unity's Particle System does not allow for components to be added to individual particles.
For the balloons to be interactive, they would need to be regular GameObjects.
I'm sorry, but I do need more information - including your AC version. Can you share a screenshot of your full Settings Manager?
Here is a script that you can attach to a Hotspot to force the selected item into "give" mode. I cannot be …
Welcome to the community, @netpost.
The default camera fade effect relies on Unity's OnGUI, which allows for UI elements to be displayed on top of all other elements on the screen.
This is also used by Menus that have their "Source" set …
Welcome to the community, @Agenttech.
It really depends on how you want it to work, but the easiest way is to rely on an ArrowPrompt to give the Player a prompt to click an arrow, or press a directional key.
When pressed, a Cutscene could then be …
Card:
https://pasteall.org/2oBv
CardSpawner:
https://pasteall.org/57Tt
In CardSpawner's Inspector, assign a new Transform that is positioned where you want the selected card to move to.
When hovered over, cards will move up by the amount set by t…