Is this for a 2D or a 3D game, and on what platform?
Can you share screens of your Settings Manager and Interaction menu's properties? It should be possible to still require clicking a Hotspot to open up its Interaction menu.
If you did want to d…
To have an Interaction menu only display icons that are available for the currently-selected Hotspot, check Auto-hide Interaction icons based on Hotspot? in the Settings Manager.
Not sure why the "Alternative input button" fields wouldn't…
Changed anything in the asset's "Advanced" foldout? How about your game's Color space, as set in the Player settings, or render pipeline? I can't recreate such an issue with default settings.
AC's built-in menu rendering relies on Unity…
Recreated, thanks for the details.
Open up MenuCrafting, and find the line around 450:
if (textEffects != TextEffects.None)
Immediately above it, insert:
if (_slot >= labels.Length) return;
Does that resolve the issue?
It's hard to guess what the issue might be - it sounds like you've done everything right.
What are your AC and Unity versions? Perhaps it would be best to share some screenshots, as it likely is just some minor setting somewhere.
Keep the item's …
Welcome to the @Adam_LM.
Is this object supposed to be an NPC, or are you just looking for the best way to make this work?
If you make an object an NPC, then AC will take control over animation duties in regular circumstances - so you should remov…
AC Triggers rely on Unity's own OnTriggerEnter etc functions - so I think this would be best answered by Unity themselves.
Certainly I'd say it would improve performance, but it's hard to say by how much. If you can do it - it's probably best to d…
Any kind of custom highlight effect is going to require some custom scripting, because scripting is inherently necessary to trigger material/shader changes.
AC does try to simplify this somewhat with the Call custom events? checkbox in the Highligh…
Currently, only one crossfading effect is possible at a time.
Thanks for the bug report - both music and ambience rely on the same system, so likely music has this issue as well.
I'll look into this and let you know if I need more details.
You can set the "Hotspot detection method" to "Player Vicinity" to require Hotspots to be within a Trigger collider that you must then attach along with a Detect Hotspots component on the Player's child.
See the Manual's "P…
It does look like an issue on the Naninovel side of things, at least going by the video.
One thing I would say, though, is that turning AC off altogether is not the only option - you can also precede the Action with an Engine: Manage systems Action…
Switch to an Active Input instead - it's much more reliable.
See the Manual chapter of the same name, but Active Inputs allow you to run ActionLists upon an input button being pressed. They're available in the top toolbar under "Adventure Cre…
Assign an "ActionList when turn on" asset to the menu, and use the Save: Check Action to determine if saving is possible - followed by one of two Menu: Change state Action to hide/show the Save button accordingly.
Be sure to also set the …
Is this developer the same author of the code? They're welcome to contact me if they need assistance, but it does look the issue is on the naninovel sid of things.
Version 1.71.8
* Added: Ability to set an Animation Curve to control the transitions of the "Camera: Fade" and "Camera: Crossfade" Actions
* Added: Ability to orientate Slider elements vertically in AC-based Menus
* Added: If a …
A valid point. It's something that's been on my mind - but the key thing would be to ensure that it doesn't invalidate or break existing Actions, particularly when parameters are involved.
I shall continue looking into it, however.
AC should cater for all the "Canvas Scaler" options, but is there a reason you've entered such specific values for the "Reference Resolution" field?
Especially given that you're relying on custom scripts, I think it'll be best f…
I see, thanks for the details.
Try unchecking "Turn off AC?", as this is may well be interfering with the AC's ability to run things.
Otherwise, it's likely due to the Naninovel system itself - the Action's completion is dependent on oth…