To be clear: "Menu" is what your Pause menu is specifically listening for - as it is with the default interface? AC will be listening for it all the time.
Your EnableActionMap function looks fine - though perhaps you could swap things ar…
Are you overriding options in your "Dialogue: Start conversation" Action? In what order are you enabling options vs starting the conversation in the problematic Conversation.
There's more detail hidden here than I think we're going to ge…
It does seem to vary (perhaps by platform, so far unsure) but using the same setup as you doesn't give me the same trouble.
The rendering of such sockets is handled by working out how many pixels they should appear from the bottom of the Action. T…
Welcome to the community, @KaiB.
Thanks for the report - I'll attempt a recreation.
Could you also share your "Interface settings" from your Settings Manager?
This ought to be fixed in the current release. If you are able, I would recommend upgrading - otherwise the code change you've added would likely be the best workaround.
Switch your Menu's Source to Unity UI, and rely on Unity UI components to render your menu. Unity's Content Size Fitter / Layout Group components give you much finer control over padding, and would be the appropriate choice for a menu of this style…
PlayerInvCollection is based on the overhauled inventory system, which was introduced in v1.72.0. If you're using an older version, I would recommend upgrading particularly if you're looking to access inventory through scripting.
With the old syst…
So you're saying that Menu/Start works when paused if you remove it from the normal state?
Sounds like the issue lies more on the Input System side of things, given that the Debug.Log statements don't register. What if you place a Debug.Log in bet…
Apologies for the continued trouble.
The "Continue" is correct as this defaults to the next Action in the chain (i.e. 7 after 6), but regardless the icons should align.
What platform are you working on?
I don't know what you're referring to by AC menus having "default/fallback". Can you elaborate?
AC provides a default set of menus, but all have Unity UI variants. It's recommended to rely on Unity UI for your menu rendering.
With AC f…
To check how many items the Player is carrying, and add a new if there's space:
private int maxSlotsAllowed = 10;public void AddItem (int itemID){ int slotsFilled = KickStarter.runtimeInventory.PlayerInvCollection.GetCount (false); if (slotsF…
For what it's worth, does the issue go away if you set your Input method to Touch Screen and re-add the removed line?
Could it be that you have an EventSystem object in your scene file? Seems like you'd get such an issue if the "playerMenus.E…
This is for a 2D game? What is your character's "Animation engine" set to?
If Sprites Unity, you can use the Character: Animate Action to change the names of your idle/walk/run etc animations (from e.g. "Walk" to "LanternW…
I'd recommend keeping to Unity units as best you can, i.e. 1 unit = 1 metre, as that's what AC's default settings are based around. You can drop in the 2D Demo game's assets, e.g. the BrainIdle_D character sprite, for comparison.
Then again, if th…
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You can assign the active Player with:
KickStarter.player = myNewPlayer;
Or by use of the Player: Switch Action, whose "New Player ID" field can be set dynamically via an Integer parameter.
Either way, this'll call the OnSetPlay…