For the specific case above: Do be aware that an AC Label menu element can be linked to a Global Variable - either by setting the "Label type" to "Global Variable", or to "Normal" and inserting the [var:X] token into it…
Sorry, I need to see the properties of the Menu itself - as they appear in the Menu Manager.
Better yet, create a .unitypackage of your Manager asset files and PM it to me - that way I can take a look properly.
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Not currently.
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You may have luck on the Asset Store, or Unity's forums. If you do find something appropriate, I'd recommend trying it out separately to AC first. When you're ready to incorporate it into your AC game, know that you…
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It's in the top-right of any Unity component.
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How about "Run if already open?"?
Check your Console for warnings - it should report if the scene hasn't been loaded properly. I can't recreate an issue with this option on m…
What's your AC version?
When you have an AC scene open, and you add another AC scene, the MainCamera in the new scene should disable itself automatically.
Leave any other assets out of things for the moment - it's first necessary to determine if t…
Recreated. This'll be addressed in the next release, but you should be able to fix it manually by opening ActionInventorySet.cs, and replacing its Run function with the following:
public override float Run (){ if (KickStarter.runtimeInventory) …
What is it about the UI that isn't updating correctly? AC should restore the visibility of your elements, but I'm not clear if you're talking about something that should be updated by AC, or something unique that needs custom code.
It's possible, …
You're using too old a release to rely on the OnMouseEnter event. If you're using Unity UI, though, you can hook into Unity's own such events with scripts attached to the UI prefab buttons, e.g.:
using UnityEngine;using UnityEngine.EventSystems;pu…
I'm afraid I'm not entirely sure on what issue you're describing. That you can't make the gameplay scene active? Beyond this, what are the effects of this in terms of what actually happens when the game runs?
If you use the Scene: Switch Action, …
How and when are you setting your parameter values, where are these Variables components located, and what are the properties of your ActionList assets?
Please share as much as you can in the way of screenshots / steps - I'm afraid I need more to r…
An "Appear type" of "On Hotspot" will cause the menu to display when hovering over both Hotspots and Inventory items.
You would need to lock the Menu when not over the Inventory if you want to hide it for Hotspots.
How you do t…
@Lio I'll need to know a few more details. See my first reply to this thread - can you answer the same questions?
Share screenshots of the menu in-game as well as its properties, and let me know your Unity version - I'll attempt a recreation.
Hardware cursor rendering doesn't ignore click offset values - they're passed as the "hotspot" parameter in Unity's Cursor.SetCursor function.
They will not be referenced by the wiki script, though the script could feasibly be tweaked to …
If you check Run in background? in a speech Action, then the chain of Actions will continue on in the same frame that this Action is run.
Meaning: if the next Action has speech by the same character - or you only have one Subtitle menu for all dial…