So, without hierarchy icons enabled, the issue is now only occuring in your main project?
Is there anything else present that may be contributing? It may be worth duplicating the project, and deleting things until the issue goes away to see which …
It appears related to the display of icons in the Hierarchy - though nothing was changed to this in v1.73.
Try disabling them in Edit -> Project settings -> Adventure Creator.
Checking where an item is would only be half the solution - you'd still need to update the item inside the container, since the Inventory: Add or remove Action only deals with items that are held by the Player.
You could feasibly do this with Conta…
Make sure your Hotspot menu is at the bottom of the Menu stack - it can only react to Menus that are above (before) it in the processing order.
If it already is, I'll need to see the properties of your Container menu and Settings Manager.
I'm not sure how much control you can have over it, but the one for ActionList Assets is at the top of the ActionListAssetMenu class in ActionListAsset.cs.
This may be a duplicate of a similar issue that was addressed in v1.73.0. In a backup/duplicate project, import the latest AC and see if it's still occuring.
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As in, other than the DialogOption ActionList?
DialogOption ActionLists cannot be set to run in the background, but you can achieve this by overriding options within the Dialogue: Start conversation Action.
If you place this Action in an I…
Sorry for the trouble. I'll need a few more details:
* What's your Unity version, and does this occur with either of the Demo games loaded, or only your own?
* Which version of AC were you previously using?
* Is it dependent on which windows / Man…
Yes, it's possible. Any Manager field can be altered at runtime through scripting. Just right-click the field label to get an API reference to it. To switch to Mouse Over, the code would be:
AC.KickStarter.settingsManager.hotspotDetection = Hots…
I can't reproduce such an issue - what is your code, and what type of variable are you writing to?
Check the variable's value in the save file using the Save File Manager in the Settings Manager - is it set correctly there?
Try this fix. Open up GameCamera2D and find the code block:
Vector3 bottomLeftWorldPosition = Camera.ViewportToWorldPoint (new Vector3 (0f, 0f, Camera.nearClipPlane));Vector3 topRightWorldPosition = Camera.ViewportToWorldPoint (new Vector3 (1f, 1f…
Thanks for the elaboration.
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For this, you'd want to hook into the OnMouseOverMenu custom event and use it to extract data from the currently-selected inventory item:
private void OnEnable () { EventManager.OnMouseOverMenu += OnMouseOverMen…
Welcome to the community, @chenoavw.
Create a new Input in Unity's Input Manager named e.g. ToggleInventory, and set its Positive button to i.
To have a Menu appear upon keypress, set its Appear type property to On Input Key. You'll then get a To…
Are you getting the "expected" behaviour if the aspect ratio is instead fixed?
The overlay menu prefab needs to have an Auto Correct UI Dimensions component configured to work with AC aspect ratios - is this the case, and how is it set up?