What's your Inventory menu's "Appear type" set to?
The dialogue system can't be used while the game is paused, though an ActionList that triggers it can be made to unpause the game while it runs via its Unfreeze 'pause' menus? property.
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It works for me - what are your AC/Unity versions, and did you add it to the GameEngine in the scene, and not the prefab?
Though, be aware that this will affect the software cursor - not the hardware one. What's your Cursor Manager's "Cursor …
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If you're dealing with asset files, they have no scene. What do you mean by this?
You'll need to PM me a sample .unitypackage that demonstrates this, as I cannot reproduce any issue from these details alone. It should be enough to send:
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If the tags are in the wrong order, they can't be ignored in the sense that they will show up in the display itself - but the text itself shouldn't freeze.
Using your example above doesn't freeze anything on my end. Before I can suggest anything, …
If you reload Unity while a script compilation error exists, it will prevent custom toolbars, such as ACs, from loading.
See the update's Changelog - the SceneInfo class is now used internally only, with scene functions now accepting the build inde…
You can trigger a conversation option through script by calling the Conversation class's RunOption function, i.e.:
myConversation.RunOption (optionIndexToRun);
Apologies, @rus7y - I misread your title. You're specifically asking about "hierarchical" tracks?
It is possible to parent tracks to one another - and move them through e.g. animation - but you may need some custom means if you're lookin…
So that I can reproduce this "freezing" issue, you're saying that it will occur with the following?
<b><size=120%><color=red>T</color></size><color=100%></size=100%>ext</color></size>&…
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As intended, in that case. The linking system works by updating the AC variable upon request, to ensure that the link is able to work two-ways.
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It will need to be unchecked, because AC won't know what the initial value is otherwise…
This "context" menu is an Interaction menu?
If you're using the built-in way of turning on Interaction menus, you should just have to set the Menu's Position type to On Hotspot to have it appear over the item it's linked to.
Otherwise, l…
I have recreated this provided the menu uses Unity UI - is this the same for you?
If so, you should be able to work around this by setting the InventoryBox element's "When slot is empty" field to "Clear Content".
Again, please: exactly how are you reading the AC variable's value? Ignoring the Variables Manager for the moment, are you using a "Variable: Check" Action to actually have its value affect gameplay? Or is it displayed in e.g. a menu?
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The locked cursor is primarily intended for e.g. first-person games, where the cursor acts like a "centre crosshair". Even while locked, the cursor is still responsive, hence this is the standard position - though you can choose to hide t…
This is all so you can run an interaction based on the Player's position, as opposed to the cursor?
There's no need for anything so complex, if so. Under the Settings Manager, set the Hotspot detection method to Player Vicinity.
You'll then need …
Right - forgot you're using an older release.
Try this instead:
#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTogglePlayerRun : Action { public ActionTogglePlayerRun () { …
The issue is more to do with the fact that you want to force the Player to walk, despite the "Free" option allowing him to do both. Best to rely on a custom Action for this - and it also means you can do without the need for a Global Vari…
What problem specifically are you having? If you want to swap in/out two different InventoryBox elements in the same menu, you can use a pair of Menu: Change state Actions to hide one and show the other.
Lets see some screenshots showing the issue…
How are you reading the AC variable's value? I need clear steps to reproduce the issue, as I cannot find any such issue. Screenshots would be best, if you can share.
Also, is this a global or a component variable?