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If you want to swap the currently-held item for another, as opposed to preventing the other one from being pick-up-able, you can just run the ActiveInput_Drop ActionList before running any other Actions in your "Pick up" Interactio…
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It's the other way around. With your interface options, clicking an item results in the Interaction menu being opened. One of those interaction icons then shown can then select the item properly when chosen - either through use of the Inve…
If you're looking to have a UI in only this scene, with no user control, there's no need to hook it up to AC's Menu Manager - simply being in the scene file will be enough.
How this scene plays while loading, though, is again up to Unity. Try chan…
You are adding 3D physics components - they will not be recognised by a 2D game.
Use a Box Collider 2D or a Polygon Collider 2D component instead of a Box Collider.
Try it with a Box Collider 2D, pause the game, and check where it's position is. …
As in, it won't run at all if certain (non-starting) scenes are in the build?
That is odd, and I can't imagine why that would be. Again, I would recommend the error log / Console as your first stop for any such issue.
Can you open up the CameraNode2D script and share the contents of the offending line, 209?
It should read as the following:
KickStarter.mainCamera.Crossfade (crossfadeTime, _camera, null);
If it's something else, replace it with that and see how …
Welcome to the community, @hyunkel_w.
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Exactly this. A Menu with an Appear type set to On Interaction will be turned on when you click either a Hotspot or Inventory item, and any Interaction icons you then click within it will run the appro…
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It's hard to tell in the video when you press the key vs when it drops. Keep your Rigidbody Inspector open at runtime - does the "Is Kinematic" property change its value at the moment you press the key?
If so, it may be a collisi…
Best way is probably to use a custom script that simulates the pressing of the InteractionA input once another button has been held down.
If you've already got your InteractionA input mapped to space, rename this input instead to CustomInteraction,…
The "built-in" AC way to read an Animator's parameter value is to convert it to a variable (Variable: Set) and then read that (Variable: Check). The above script cuts out the need for the first Action.
It'd be feasible to write a custom …
Fundamentally, the Actions you've set up are doing their job. You're checking the state of an ActionList asset, but while an asset is running, it's actually a "Runtime ActionList" in the scene that's performing all the Actions. This is t…
You need to approach it from the other way around - as a property of the Hotspot, not the character.
Assume the Hotspot's "look at" position is on the ground. You can override the centre-point in the Hotspot Inspector.
Doing it this way…
There's a couple of issues at play:
* An inventory cursor would still need to be a texture, even if it were displayed as a sprite in the menu
* Replacing sprites for textures would prevent use of the animation features of using item textures
Howev…
I still see the issue in your Drop_ActionList that you're not disabling the Active Input, so repeated presses would cause it to run even when the Torch is no longer held.
The main issue I'm seeing is that your Rigidbody is not on the Torch's root o…
If I'm understanding you right, you're using an ActionList: Check parameter Action to check the parameter value of an ActionList asset - while the asset is being run. Is it running three instances (one for each NPC?) or only the once?
This Action …