Functionally speaking, it looks to play out similar to regular inventory item usage. If you had an inventory item to associate with each Hotspot, then clicking a Hotspot could select that item, for use on another Hotspot.
With the example video, y…
In what AC version?
It may be a collision issue with your rigidbody. You could try locking its Rotation constraint, but since you're using Point And Click for movement it's likely that it's not even necessary.
Try removing the Rigidbody component…
Is this due to your custom means, or do you get the same slowdown when saving via AC's built-in save method?
Do you experience this in the Editor, or in builds - and on what platform?
Slowdown will be based on the amount of data that needs saving.…
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This should be possible given your settings.
It may be some minor difference that's too hard to see just by screenshots. If you can create a .unitypackage that I can use to experience it for myself, PM it to me and I'll take a look.
I wou…
When you do, use this one instead:
using UnityEngine;using AC;public class DirectNavInventory : MonoBehaviour{ private InvInstance examineInstance; void OnEnable () { EventManager.OnMenuTurnOn += OnMenuTurnOn; EventManager.On…
Welcome to the community, @ilinz97.
I recommend taking a look through the Interactivity tutorials if you haven't already, as they cover the key aspects related to Hotspots and interactions. Though the tutorials themselves are in 3D, the principles…
Odd - data shouldn't have transferred like that, but the import process is handled by Unity.
The crossfading effect works by taking a screenshot of the game. Relying on hardware rendering for your cursor should keep it out of such screenshots.
Thanks for the video.
When "Apply Root Motion" is checked, AC expects the character to be moved through animation. Having no controller assigned will have the same effect as having one but with no root-motion animations assigned.
Unchec…
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Not currently, but it's a good suggestion - I will see if this is possible to implement.
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Are you referring to the character it affects, or the target to turn their head towards?
The character is assigned via binding to the track it…
Recreated - thanks.
I shall issue a proper fix in the next update, but in the meantime you can at least prevent the errors from showing by opening MenuInventoryBox.cs and replacing line 319:
if (uiSlots != null && uiSlots.Length > _slot…
Welcome to the community, @greyskull.
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Sorry for the trouble - I've verified your account manually.
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The nine-verbs template needs to be re-downloaded to be compatible with this update. I've re-uploaded the latest package, so give i…
It's certainly something I'd like to be possible - albeit through scripting.
As 3. is the more tricky one, let's get 1. and 2. working first.
Try this update:
using UnityEngine;using AC;public class DirectNavInventory : MonoBehaviour{ void OnE…
Thanks for the details.
You should not need to use the Inventory: Select Action in this interaction setup - items listed in the "Combine interactions" panel should be included in the cursor cycle when right-clicking.
In the case of your …
Welcome to the community, @umiyuki.
Thank you for the clear steps - I'll look into this presently.
Are you getting this error when hovering over a specific slot in the InventoryBox, or any part of it?
What version were you previously using? v1.72.0 shouldn't have made such a change to the cutscene cursor state.
Please share screenshots of your Cursor Manager - I'll attempt a recreation.
Welcome to the community, @Adam.
AC should work just fine with Humanoid rig types - it sounds like a root motion issue.
Unless your animations specifically make use of root motion, you'll need to make sure that "Apply Root Motion" is unc…
Welcome to the community @FutureTourist3000, and thanks for the details.
I'll have a look into this. It may be that the Duplicate option should be removed for "Unity UI In Scene" menus, as there's an inherent conflict in those two approa…
Welcome to the community, @vkouroub. Thank you for your patience over the weekend.
2.5D in AC refers to the use of 3D characters and pre-rendered backgrounds, which sounds like what you're after as well.
AC's provided 2.5D mode works by supplying…
I may have misunderstood you, as I thought the behaviour you're getting is the behaviour you wanted.
When you de-select an item while the Inventory menu is open, it reverts back to navigating the menu - so pressing the button will cause another ite…