For the script to work, you must have a linked prefab for the first three items in your inventory, as well as having the three "Transform" fields in the Inspector assigned.
Copy/paste the code above into your script. It will now give a d…
The script above was only an example on how to access the associated Button component of the item in question. If you want to invoke a Trigger on that Button's Animator, you can use something like this:
using AC;using UnityEngine;public class Trig…
Thanks for the analysis, it's much appreciated.
It looks like it's a case of Unity's OnHierarchyChange event being called, which in turn is causing heavy Anima2D to run, resulting in the slowdown.
Where and how this event is being called I'm not c…
When it comes to inserting custom code into AC, there are generally three approaches:
* Custom Actions, which can be made use of in ActionLists, AC's visual-scripting system
* Custom Events, which hook into common tasks that AC performs, and adding…
While I was experiencing similar slowdown on my end, it went away upon disabling icons. The problem now is that I can't reproduce such behaviour.
The infrequent spikes may just be a part of Unity's own behaviour. You're getting them even with the…
It doesn't matter where it is, so long as it's in the scene. Though, it'd be tidiest to add it to the camera.
What's important is that you fill in its Inspector - it's there that you need to assign the camera (NPC_Camera), which tells it which cam…
Any and all: Scene and AC Game Editor included.
How do the spikes compare with the previous AC release? Regular spikes may be more of a Unity-standard behaviour.
One other boost: comment out the SceneView.RepaintAll (); statement in SceneManager.…
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The OnInventoryHighlight event was introduced in v1.71.0.
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If you rely on Unity UI, you can hook into the event, and use its parameters to determine which associated Button component in the Inventory menu was affected:
using AC;usin…
Recreated, but it seems to be a Unity behaviour. It could feasibly be worked around per-dropdown, but it's probably best to just be aware of it and not use hashes.
Have you made an inventory item for it as well?
Once you've created a new item in the Inventory Manager, the "Linked prefab" field will appear in its list of properties:
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Thank you. Please let's only deal with Hierarchy Icons off, though - I've got a means of improving that, so we can eliminate that from being a cause now.
Please also see if closing any tabs makes a difference.
Welcome to the community, @HugoMoritz.
You can define your cards as Inventory items, and use the Camera: Switch Action as part of your NPC's Interaction to switch to a first-person perspective, but for something so specific in terms of arranging it…
Thanks - actually, I addressed a similar issue in time for 1.73.0. Back up / duplicate your project first, but have a look see it the update solves it.
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Correct. At runtime, the InvInstance class is used to store information about a curren…
Welcome to the community, @mikewolsfeld.
To clarify: each pie slice has its own XP value, and the amount of responses unlocked in each slice is then base on that slice's value?
Yes, that should be possible - though Dialogue System does have a grea…
Sure, here it is:
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This is in the Inventory menu of the Menu Manager - not the Inventory Manager itself.
The Inventory Manager is where your various Inventory items are defined, but the Menu Manager is where your interface / menu settings…
What's the state of having Anima2D in the project by itself? AC doesn't reference Anima2D in any of its code, so I can't really picture why having both present would cause an issue.
Before a fix can be found, we'll need to narrow down the exact ca…
It may do. Bear in mind that you can always have your Music/SFX/Speech mixers be children of another set of mixers (that themselves are direct children of Master), that you can use to apply custom FX to.