It should be configurable in the "Furniture Piece" component's Inspector. You can change the "associatedItemID" variable from private to public, but as it's marked as serializable it should already be visible.
Updating values via preset in the Editor would cause their default values to be overwritten. It could be done via a custom Editor script, but for safety I feel this is probably avoided officially.
What you can do, however, is assign your preset in…
The "Menu" input is hard-wired as a requirement for AC - but what it's mapped to isn't. If you don't want to rely on it, you can keep it listed but with nothing entered into the "Positive Button" etc fields.
Unfortunately, it looks like there was an export error with the Manual in v1.72.2.
If you're having trouble viewing the Manual, grab v1.72.2a - it'll fix that issue specifically.
There's a disconnect between an animation clip, and the speed of the Blend Tree motion field that plays it.
I'm not even sure that can be set through script. The closest I can find is this topic over on stackoverflow:
https://stackoverflow.com/qu…
Especially if you want to add interactivity to your close-ups, you'll want to rely on separate prefabs that get spawned in front of the camera when an item is clicked.
Such a prefab would have all the interactive elements, e.g. Hotspots, included i…
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What of the included example scene? Let's make sure that at least that's working as intended first.
Though, the script I wrote above is a replacement for it - you don't need the template package installed as well to try it out.
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Th…
Can you share your "Movement settings" panel?
See the Manual's "Straight-to-cursor movement" chapter. A non-zero Pathfind update time (s) value is necessary for this movement method to support pathfinding. Otherwise, you will …
It's listed under "Characters" in the Changelog for v1.72.0:
* Fixed: Character speech audio not being synced to subtitle menus when using Rogo LipSync for lipsyncing
I'm afraid I don't follow. Can you share screenshots showing the Actions you're running, as well as the variables they reference?
In the next AC update, I'll include an option for "Numeric Only" Input boxes to allow decimals - this may s…
It depends on your Menu's Appear type property is set to.
If it's set to During Gameplay, then it will turn off when entering a cutscene.
In this case, you can either prevent the item's "Examine" ActionList from blocking gameplay by chan…
Welcome to the community, @santtex.
So you're using two separate Object: Animate Actions to play the clips?
It sounds like you're playing the animations directly by name. If you want the "laying down idle" animation to play once the &qu…
No, don't do that. It's a per-scene component, not per-object.
AC will spawn an Event System into the scene automatically at runtime - it'll be in the root hierarchy.
You'll then have to expand the bottom by clicking the very bottom of its Inspec…
Setting an InventoryBox element's Objectives to display to All will show all Objectives that are active, completed, or failed. Those that haven't been started will not be shown.
You can begin an objective by using the Objective: Set state Action t…
You would have to update the linked prefab and re-initialise the UI:
PlayerMenus.GetMenuWithName ("StationMap").PrefabCanvas = myNewPrefab;PlayerMenus.GetMenuWithName ("StationMap").LoadUnityUI ();
I don't recommend this approa…
Leave it set as "Disable Object" - otherwise, the object will still be detected by Unity's Event System.
Keep your Unity EventSystem object open in the Inspector and expand the bottom. It will display the currently-selected element. Wha…
That's the intended order - the menu will turn on as a result of speech beginning, rather than the other way around.
I'm assuming that this is for a script attached to the UI prefab, and that your Menu's Appear type is set to When Speech Plays.
Th…
Welcome to the community, @ninetynine99.
Looks like there's something funny going on with string comparisons. It would be best to rely on a Float variable and compare that instead.
You'll still need the String variable to update from the Input bo…