I can't recreate any issue about the wrong interaction icons showing up when following the above and using the default interface, but be aware that "InteractionA" and "InteractionB" are existing input names that AC relies on.
Yo…
As I said, you can lock your regular subtitles menu during interrogation sequences in favour of a separate set using the "Menu: Change state" Action.
When a menu is locked, it will not turn on even when it's "Appear type" condit…
If there's an issue with AC, naturally I'll look into it.
But I'm not clear on the details. Are either of these custom cameras, or using any non-AC scripts or systems? Is this something that can be recreated with AC alone?
Does changing the &quo…
How are you commanding them to move there, and is this in 2D or 3D?
What are your AC and Unity versions, also? Please share as much detail as you can - in the form of screenshots if possible. There should be no such difference between the Editor …
A brute-force way would be to create a Graphic element for each image, then show/hide them along with the text - but it'd be unwieldy if you had many.
If you have your Menu rely on Unity UI for its rendering, though, you can make use of Unity's Ani…
You can lock/unlock different Conversation menus that have different position types, but a Conversation itself has no built-in association with a character it might involve. You'd need to rely on scripting to dynamically position a menu over a spec…
OK, give this a try. I'm afraid I'm no shader expert, and a lot of this code was found on various forums, so this'll be "as is".
1) Make a new shader graph called Outline and set it up like:
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2) Make two Materials - one that us…
If you're moving between pre-set points by clicking Hotspots, then you'll want to have a camera at each point and switch between them as part of the Hotspot Interaction.
You may want to rely on a custom camera type to get the right drag-behaviour y…
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In my own testing, the transitions aren't actually necessary for things to reset in separate QTEs. But the Default animation will likely have to reset the properties that the other animations control.
If you aren't already, try adding defa…
How are you handling the display of different elements using tabs without AC?
If you're able to switch between tabs without AC, you don't need to link that particular aspect up to AC's Menu Manager - only the elements inside each tab.
If you use e…
The list of names to ask would be a Conversation, and would be displayed in a menu that has a DialogList set to appear "During Conversation".
The character graphics could either be part of the menu as well - or you could switch to a dedic…
I did experiment myself with a highlight-outline effect in URP, but given that Unity are still making changes to this system I'm not sure if it'll still be valid.
Let me take a look and see if I can dig it out.
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If you use Direct-control for movement, commands to move the Player need to be made in "Pause Gameplay" ActionLists, otherwise the Direct-control movement will override them.
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Try creating transitions for each of the three …
That's correct, yes.
With the "Sprites Unity" animation engine option, AC does also offer the ability to play animation clips by name - as in, entering in the name of the animation you want to play directly in the Action.
However, the us…
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That's the intended behaviour - at least when releasing the item over an empty area. It should be different when over a "Slot" Hotspot, though.
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So long as items can be directly selected, it should be compatible with other…
Yes, my mistake. You can do the conversion in one line:
MenuInventoryBox myInventoryBox = PlayerMenus.GetElementWithName ("MyMenu", "MyInventory") as MenuInventoryBox;
Recreated. If you open up MusicCrossfade.cs, look for the FadeOut function at the bottom. In the middle of it, insert the following:
_audioSource.loop = audioSourceToCopy.loop;
Does that reolves it?
On the second issue (multiple crossfading eff…