You could use Button elements inside a custom Menu to add simple interactivity, but for proper interactions you'll be best off using Hotspots etc as normal.
The simplest way would be to switch to a new scene, yes, but you could also create a prefab…
The Console should always notify when loading or saving a game - what does it report when trying to load?
This "save/load command" is a variable? That too will be included in the save file, so it'll be restored upon loading unless you se…
Welcome to the community, @theo.
It may be a bit edge-case, but it does sound like a bug. Can you share a screenshot of your full Settings Manager so that I can attempt a recreation?
If you're using a separate Interaction menu for the other character, you'll need to make sure that only the one that you want to show is unlocked at any time.
You're locking the cat's menu when the game begins, which'll be correct if you start as t…
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No, I mean have you played as the character before in this game, i.e. you were Player B, then Player A, then Player B again?
If this is the first time you switch to Player B, have you used the Player: Teleport inactive Action to change thei…
I think I follow, but as this is a visual issue it may be best to share some screenshots to clarify.
The Object: Animate Action can be used to animate objects, but you need to specify which "Animation engine" to make use of. This will af…
I shared a script above that deals with Inventory items - are you using it?
How does your inventory appear? Does it turn on at the click of a button / icon, or is it always showing e.g. at the top of the screen?
There are too many references to other Menus and custom script functions to get the full picture here.
Is the game paused during this time? How far down (looking at comments) does the "LoadMessageMenu_Yes_OnClick" manage to run? Tempora…
Enable player-switching in the Settings Manager, and create a second (invisible) Player that's only present in the Map scene.
Then, when you want to view the Map, switch to this Player instead of switching the scene. Then, when you exit the Map, s…
I suspect it's not absolutely 0.0f, it's just that the Animator Controller only shows values to one decimal place, and that's the nearest.
You could try lowering the transition threshold to 0.0, but the "Slow near walls" feature could be …
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Interesting approach!
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I believe you could do this by determining if reference objects placed either side are in view or not.
Try this: create two empty GameObjects ("LeftEdge" and "RightEdge") and position them …
Unity UI's auto-sizing components should update every frame - this is likely less to do with AC and more to do with the way your components are set up.
See the warning message you're getting on the Text object - the Horizontal Layout Group on the p…
It's a closed component - it's intended to be used from its Inspector, only.
Are the object parameter values you want to assign part of the Trigger prefab? See the new Logic prefabs tutorial video for a guide on how you can create parameter-based …
This can be used in the OnEnable function above to determine the character's facing direction:
int direction = (menu.speech.GetSpeakingCharacter ().GetSpriteDirectionInt ();
Recreated, I think.
Open up PlayerInteraction.cs, and remove the code block around 725:
if (KickStarter.settingsManager.inventoryDisableLeft){ KickStarter.runtimeInventory.SetNull ();}
Does that resolve it?