If you're overriding the click behaviour of the InventoryBox, an item won't become selected automatically upon clicking it. Try inserting the following before the Hotspot's RunInventoryInteraction call:
KickStarter.runtimeInventory.SelectItem (cli…
What are your AC and UCC versions?
The video shows the problem, but not how you've arrived at it. How have you set up your character and Managers? Are you using the same Nolan Player from the UCC integration's ThirdAndFirstPerson example scene?
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As in, keep icons in an InventoryBox element, and run Hotspot interactions when clicking them?
That would be possible, yes. If you set the element's Inventory box type setting to Custom Script, then its click handling is left entirely to script.
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Which problem? The original issue of the thread, or not being able to find the correct line?
If the main issue is still occuring, please see my question above about repeated switching.
Your last post in that other thread was that the issue was solved in the latest release.
Please let's stick to this thread: the other topic made no mention of UI. See my questions about the issue above.
If you're relying on Triggers, you can set your Trigger to react to objects with a given Tag.
If you give your "feed" prefab a special tag e.g. "Animal feed", then go to your Animal's Trigger and set the Trigger detects property…
Welcome to the community, @anderer455.
What are your AC and Unity version numbers, and is the Console reporting anything related to the issue?
Is your Player spawned into the scene, or are you relying on a Player object within the scene file itsel…
Welcome to the community, @aardvark4lunch.
It's possible to limit a dialogue option's display to only show when a particular item is held, and options can also be assigned icon textures that match that item.
The tricky part is getting two differen…
If you have multiple instances present in the scene, then IDs will have to vary - which mean you can't refer to them in ActionLists.
How you refer to individually spawned items really depends on what it is exactly you want to do. You could rely on…
It's not AC related, it's a Unity issue.
See Unity's forums for similar posts:
https://forum.unity.com/threads/internalcallregistrationwriter-exe-crash-error.953940/
https://forum.unity.com/threads/internalcallregistrationwriter-exe-did-not-run-pro…
The Inventory: Crafting Action, with its Method set to Clear Recipe, will transfer all items from the "Ingredients" Crafting element back to the Player's Inventory.
Alternatively, you can incorporate these steps into the script I provided…
By design, I'm afraid - PopUp variables are intended for single-line strings.
You can instead rely on String variables - which do support line-breaks as well as translation.
However for tutorials, I'd recommend the use of Objectives - with each st…
The graphic assets used by your Menu are separate from the labels mentioned above.
If you wanted to change your Fonts used by an AC menu, you'd normally hook into the OnMenuTurnOn event to update them through script when the menu is turned on. But…
My mistake. I'm afraid your AC version is so far back, it supports neither Variable translation nor the use of PopUps in Cycle elements.
If you must remain using v1.50f, you will have to create a separate Cycle element for each language and show/h…
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The "Object selection" window that appears when you attempt to select an object to spawn is handled by Unity - unfortunately, this doesn't list prefabs, so yes - you have to drag them from the Project window directly.
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Can …
Welcome to the community, @ConanBlade94.
AC's UCC integration is intended for the latest UCC release. If you're not using the latest UCC version, you will either need to update, or remove the offending function in the AC_Motion.cs script. This is…
It doesn't look like you've assigned a prefab - its Constant ID value should be listed in the Action if so.
Where is your "TeleportTestMark" located? For it to be spawned at runtime, it must be a prefab - i.e. located in your Assets fold…
You would need to supply a means of handling voice recognition - whether from your own code, or a separate Unity asset.
Once you have such a means, however, hooking it up to AC shouldn't be too troublesome. What you'd essentially want to do is hav…
Wherever it's coming from, it's not AC - its either the OS, or Unity itself as a "font fallback".
I'd recommend relying on a font that supports both english and russian (if possible), as this would eliminate such uncertainty.
These strings are not currently translatable, but I will see about rectifying this in the next release.
For 1.50f, you'll have to hack AC's SaveSystem.cs script to use different strings based on the language. For example, there should be four inst…