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Oh boy.
There's likely more at play here than just the settings you've shared.
Can you PM me your files so that I can experience this myself? I would need a .unitypackage of your Managers, your UI prefabs, and a sample Inventory item (gra…
Inserting that into the above would give the following:
using UnityEngine;using AC;public class HotspotMenuLocker : MonoBehaviour{ private void OnEnable() { EventManager.OnHotspotSelect += OnSelect; EventManager.OnHotspotDeselec…
It looks to be related to drag-and-drop.
I wonder if its related to this addition in v1.72.3:
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Does this behaviour persist if you uncheck Select item if drag before opening Interaction menu??
Oh, I see. I thought the issue was that of animation playback - not the motion itself.
You'd have to rely on First Person movement to get strafing - or use of a custom motion controller.
One thing you can try is use First Person movement, but wit…
What's is the Hotspot menu's Appear type?
If a Menu is turned off manually, it will turn on again automatically if its Appear type condition is currently met.
If a Menu is locked, however, it will never turn on - which is why it's typically better…
It sounds like the bulk of the complexity comes from the logic preceding the actual handling of the MP3 file - i.e. evaluating the current situation to determine what to play.
If you rely on ActionLists, I expect there's no way around that involvin…
You should only be getting one event per-click - and this is the behaviour I get when listening to the event myself, so it's not an issue I can recreate.
Could it be that you have multiple Inputs e.g. mapped to "mouse 0" in your Input Man…
If you want the EverydayHotspot menu to be disabled when dealing with Navigation Hotspots, you'll need to account for it in the code. The above modified script makes no changes to it, so it will turn on/off as normal.
Is your EverydayHotspot menu …
You can try subclassing the two classes instead - so you'd use a separate custom variant of the Input: QTE Action, and also your own PlayerQTECustom.cs for the QTE handling itself.
If you then go and replace the GameEngine object's PlayerQTE with P…
It shouldn't require much more than the steps outlined in the wiki - though how you make use of the parameters is down to your Animator.
Are the ForwardSpeed and RightSpeed values being updated, or are any errors appearing in the Console?
Unless you have specific needs for your character's animation playback, you shouldn't have to rely on using any Character: Animate Actions to handle playback of idle/walk/talk - AC will handle that automatically.
How that playback occurs, however, …
Thanks for the info.
Is your Inventory menu paused at the time, and are you getting similar behaviour with other Menus?
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You're inferring this from the custom script? Would this be a case of click-down and click-up events both invoking the…
The main technical issue is that of saving changes made to such values at runtime.
But design wise: variables are primarily for logic building. When it comes to actually changing Actions and Action values themselves, parameters are typically the b…
Where are you placing your custom script? Is there only one instance of it in the scene?
One click should register once. What are your AC/Unity versions, are you relying on a custom EventSystem (either a prefab or in the scene file), and does thi…
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First of all, uncheck Cache 'Camera.main' variable? in your Settings Manager.
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Your Main camera should still be the AC MainCamera. If you're using the Cinemachine Brain like a regular AC GameCamera (by attaching the Basic Camera com…
Can you share some screenshots to illustrate? What exactly are you populating these menus with? "Single use" Hotspots won't show an Interaction menu when hovered over.
A custom Hotspot Detection method should only be necessary if you wa…