Is your Hotspot line now in a separate menu? If so, make sure it's beneath your Verbs / Inventory menu(s) in the Menu Manager stack - this'll ensure it's updated last.
Otherwise, let's see your Settings and Cursor Manager settings. It may be a ca…
@Dave: Give the latest update a try:
Version 1.72.2
* Added: Label elements now support line breaks
-Changed: The "Inventory: Select" Action's "Add if not held?" option has been replaced with a "Carry condition" PopUp…
Welcome to the community, @frankyp.
The crafting system is limited to one "created" item per recipe. A custom UI may be necessary (though this should be made easier by the updated inventory API in v1.72.0), but it may be possible to chea…
You're referring to "legacy" UFPS?
UFPS uses its own inputs for free-aiming, so you should probably have both Mouse X/Y and CursorHorizontal/Vertical inputs defined in your Input Manager.
Free-aiming in this mode is handled by UFPS - try…
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May well be - issues related to direct-navigation of menus have been addressed since.
Though, a fix for another related issue will be included in v1.72.2. If you're looking to update, I recommend doing so once it's out.
What is the error message in full? I'm not clear of the context - please share screens and details on how your Menus are set up. Be aware though, that each Unity UI-based Menu requires its own associated prefab.
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There shouldn't be such a …
The Constant ID component has "Retain in prefab?" checked? Try dragging it into the Action from Prefab Mode.
Though, you can always add an "Is Player?" checkbox to the Action, to automatically assign it:
using UnityEngine;usin…
What AC version are you now working with?
* Try unchecking Unfreeze 'Pause' menus? in your ActionList. You shouldn't have to force the selection of the Options element - have you configured the OptionsNew menu to auto-select Back? Are you supplyi…
Welcome to the comunity, @ivar_dailymedia.
Sounds similar to this thread. Essentially, you can hook into the OnInventoryDeslect event to place a sprite in the scene at the cursor position.
Are you looking to have the item be placed arbitrarily (i…
The script requires that it be associated with the verb menu, but it should be possible to move the inventory to a separate menu.
If it now works, though, it works!
Both of those methods should work. With the sprite method, you'll need to make sure that the sprite is visible in the Game window at runtime before you try animating it. Was it visible in the Game window in Edit mode? It may be down to its positi…