In the case of the escape key, having this bring up the Pause menu is only the interface's default behaviour.
The Pause menu's Appear type is set to On Input Key, and listens out for the "Menu" input, which AC will generate when installed…
AC's camera area adapts automatically based on the device's "Safe area", as well as any aspect ratio you may be enforcing.
The camera rendering, however, will have to occupy the whole area you want anything to appear - including your inve…
Thanks for the video and screenshots.
Open up the PlayerMovement and PlayerInteraction scripts. In both, there'll be a function named "UnityUIBlocksClick".
In each of these, test removing the first instance of "return false;" …
I'll need a bit more info to go on:
* What are your AC and Unity versions, and what platform are you building to?
* Does anything relevant appear in your Unity Player log file?
* Are you the sounds assigned in the Player component, or the dedicated…
What is your AC version, and what are the contents of this second scene? Is it an "AC scene" in the sense of using the Scene Manager to configure it?
Subsequent loads of AC scenes typically involves loading any save data associated with …
Shouldn't be the case - the event should trigger regardless of the state of the options.
How are you ending the Conversation, and what's your AC version? The more details you can share, the more accurately I can recreate the issue.
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As an alternative to an initialisation Action, attach a Remember Visibility component and set the Visibility on start property to Off.
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That matches up with the Actions you've shared - you're fading in (from the default black) and th…
Version 1.72.3
* Added: Description field to parameters - use to display a tooltip when assigning parameter values
* Added: Ability to drag-and-drop inventory items before opening Interaction menus if the "Minimum drag distance" is non-ze…
As AC indeed isn't intended for multiplayer, I daresay you'd find other assets out there more suited for the job.
But, with that disclaimer out of the way:
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If each user controls their own Player character, I'm not sure what you mean by &qu…
What is the problem, exactly? Is the whole screen blocked, none of it, or the wrong portion?
This option will affect all UI elements - not just AC Menus. Does your scene have any UI elements / EventSystem in it that isn't AC-related?
What UI ele…
See the Manual's "Menu scripting" chapter for details on how to access and control Menus through scripting.
You can hook into events to do react when AC performs common tasks. OnAfterChangeScene and OnSwitchCamera respectively for the fir…
Is the script present in both scenes? It'll only kick in when in the scene. You can either place another instance of it in the second scene, or mark it as DontDestroyOnLoad to have it survive scene changes.
However, I'll add an additional "r…
This occurs before you change the "Walk" animation with the Action?
Looks like it should work from the screenshot - if you open up the "List expected animations?" foldout, it should list all four run animations that look to be i…
Happy to help. You can check out the Manual's "Character animation (Sprites Unity)" chapter for details on all features available with that animation engine.