@kotor: The release is separate from the integration, but the integration has now been upgraded to work with UCC 2.3.
@mltato: Recreated - thanks for the alert, I'll remedy this. In the meantime, the Console will at least report any missing animat…
On the item transfer behaviour: you're correct. The behaviour is built-in, as items can get moved around etc based on your settings automatically.
To have an item from a Container be swapped when using it on an item in the Player's inventory, you'…
Update: Never mind the details - I've recreated the issue.
I can confirm this will be fixed in the next update. Thanks for bringing it to my attention.
It is in the "Engine" Actions category.
What is your AC version?
Alternatively, you can use the Player: Constrain Action to prevent movement in all four directions.
You can use the Engine: Manage systems Action to lock the Movement system at the same time that you change the camera.
For Hotspots that are in prefabs, and so are not present in the scene file, you need to rely on ActionList assets for their Inter…
The same - but uncropped. I need to see your full prefab Inspector, and full Settings Manager.
What exactly is the issue? Do the Hotspot labels appear, or is nothing responding at all?
Also, enable the AC Status box at the bottom of the Settings…
As has been said, you need to make the card prefabs interactive by attaching Collider and Hotspot components. If you have done so and they are not interactive, share your full Settings Manager and screenshots of a card prefab's Inspector. There is…
The "Interaction method" only affects how a given Hotspot is used - not which Hotspots are interactive and when. That is mainly set by the "Hotspot detection method".
Please describe your issue and situation in detail.
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You may be right - I'll take a look.
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Again, it depends on the settings. But I'd say it's best to have an event trigger than not - you can always discount it in the code by checking if the two items in the event's parameters are equ…
What do you mean by "switch between the cards"?
For them to be interactive, you will need to attach Hotspot and Collider components to your card prefabs. They'll then be treated as regular Hotspots.
What Actions (or possibly scripting) …
You can assign an invisible texture to the RawImage component so that it's hidden by default, but it's also possible to hook into the OnMenuTurnOn event to just disable the component until is has a texture to show:
using UnityEngine;using UnityEngi…
That's not an internal AC function. If I had to guess, I'd say that's Unity's own call to draw the AC Game Editor window. Is there a difference based on which Manager tab is open?
When ActionList assets are run, a RuntimeActionList object is spaw…
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Full details of your Menu's properties, please. Be aware also that you can also use the Menu: Select Action to manually set which element is selected.
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AC doesn't handle navigation of Unity UI-based Menus - it's still set by the &qu…
I think there's some confusion between us in terms of what it is you have / trying to achieve.
The script above works by changing the texture of a RawImage that's separate to anything controlled by AC. This isn't the same component as the one used…
Welcome to the community, @daliMa.
The Action should wait the amount of time that's left to be played. Can you share details on how to recreate the issue you're having? What are your AC/Unity versions, also?
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The same Action type has a &q…
The now-traditional week-later minor release:
Version 1.73.1
* Added: Option to cycle backwards through Cycle menu elements with a right-click
* Added: Ability to run DialogueOption ActionLists in the background
* Added: "Run now" button…