using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionMenuElementColor : Action { public string menuToChange = ""; public in…
For every scene that the menu can turn on, yes.
If you use Unity UI, you could feasibly attach AudioSource / Sound components to the prefab, but having a Default Sound assigned in your scenes allows you to play menu sounds at any time.
The inputs look correct.
As the Pause menu reacts to X/A regardless of the "direct-control" setting, it sounds like the two are unrelated.
We can learn why Pause is turning on by inserting the following into the top of Menu script's Turn…
Currently, running is a case of keeping the distance between the cursor and the player greater than the "Run threshold" value.
I shall see if it's possible to add this as an alternative, however.
Yes, it should be possible - provided you've configured the menu to be directly-navigable.
See the Manual's "Navigating menus directly" chapter for details. If you rely on Unity UI, you'll have to configure which element to select first …
If using a custom script, trigger it with the Object: Send message Action - not Object: Call event. The latter will always affect the object you assign (i.e. the UI prefab), while the former can affect the runtime instance of it (provided it has a …
Unless you supply a custom EventSystem prefab in the Menu Manager, the cursor's influence on menus should be limited to those that aren't directly-controlled automatically.
This is the behaviour I'm getting when using the default interface - if you…
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Is this an issue when you return to this menu from e.g. Help?
I can't reproduce such an issue - to test, I'm using the default Pause menu, set to appear manually, unpaused, with Unity UI.
Try switching over to Default_MenuManager and make …
It is because your MaxsRoomHole1 and MaxsRoomStairHole objects have colliders without "Is Trigger" checked, causing them to push your character out of their boundary.
Actually, I may have over-thought this.
A Conversation is separate from the Actions that run when options are clicked. The Actions that process its various options can all be part of the scene.
If you create a new Cutscene with a Dialogue: Start …
Is this also the case if you temporarily switch the Menu's Source to Adventure Creator?
Try creating a separate Cutsene that uses the Menu: Select element Action to force the selection of the New Game button. Run it manually via its Inspector when…
So, the same issue as your first screenshot in the original post?
This was not reproducible in the package you sent.
Your PM mentioned that your stripping down of your OnStart cutscene stopped this from happening. Is this now occuring after such …
Is the "New Game" button selected, at least?
As your menu does not pause the game, you will need to use the Engine: Manage systems Action to allow for direct-navigation of in-game Menus.
You'll need to make sure that this is run before t…
Option 1
This is certainly the more complex of the two. While possible, it would require custom scripting. Particularly if you want to allow for drag-dropping items onto Use/Examine, the easiest way is likely to make your Use/Examine buttons Inve…
The old SyncConversation script indeed had its limitations - but that was before AC was able to store persistent Remember components as global data.
As persistent objects do not exist in the active scene, ActionList assets are a necessity - but the…