It would require scripting, but shouldn't be complex. This should be possible just by overriding "InputGetButtonDown", so that when a request for InteractionA is made while the cursor is over a Hotspot, it instead requests InteractionB.
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I'm not quit sure how you mean "multiple" here, as each Hotspot would show its own single arrow icon. If you'd like to share screenshots, that may help clear things up if the below doesn't help:
There's a couple of ways you can do what y…
How to you mean, exactly? It depends on the context.
If you want the player to click on a specific Hotspot, you'd use that Hotspot's Interaction to update the tutorial with the next step.
The included Readme PDF describes how to set things up if you have issues with the demo scenes.
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AC will take control if this is unchecked - checking the option allows you to continue moving it.
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Once configured, it should work with …
VR is not my speciality, I'm afraid. It's not an area I'm familiar with enough to provide official support for, though I can certainly try to answer any questions that those attempting to integrate it by themselves may have.
How far did you get with the tutorial? Method 2 looks the closest to what you're aiming for - at least so far as moving goes.
The tutorial is meant for a third-person game, so in yours - set the Movement method to First Person. Then, under "…
Using a Menu to display the tutorial text is the way to go.
So far as how that text is stored goes, there's a couple of ways to go:
* Put the text itself inside a Global Variable (either of type String or PopUp), and have that variable's value be …
To have a DialogueList element sync with the active Conversation, you need to either set the Menu's Appear type to During Conversation, or use a small bit of custom scripting to connect the two manually.
The "standard" way of handling a s…
Welcome to the community, @Arrhenius.
I'm not sure if this classifies as a bug or not, but I shall look into it further.
However, you should be able to sort this out in the meantime by opening up the PlayerInteraction.cs script file and replace th…
It's likely a bug - apologies. I will attempt a recreation and look into a fix as necessary.
In the meantime, you should be able to get around this by opening up the StateHandler.cs script, and pasting the following into line 112:
KickStarter.run…
It's quite a unique system with specific needs - it would be best to create it outside of AC and link it in afterwards.
As the needs and behaviours of a minigame will always vary, there's no "set way" to merge it with the rest of your gam…
Unity doesn't allow for a Sprite Renderer's Sorting Layer to be animated, but you can do it with the help of a custom Action:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSpr…
So, the label only. Not the result of clicking it?
It's a code job if randomness is involved, but you can change the label of an option easily enough:
option.label = "My new label";
If you want it to literally be a random option (i.e. …