If the Items are unique to this Menu, you can place them in a new Category (defined in the Inventory Manager's Categories tab) and then prevent your Inventory from accepting items from that Category.
You'd need a custom script to swap the font used in your Menus. I'd recommend the use of Unity UI, as it's better-equipped to handle changes in content (i.e. font size) at runtime, but the act of changing the font is possible in all Source modes.
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The quotation marks are necessary in the CSV file for it to be correctly formatted.
Are they appearing in-game after importing, i.e. as subtitle text? They should be removed when processed.
If you're just looking to remove them as part of the tra…
Are you looking to fade in the Menu itself, or the scene that it's shown in?
Fading in the Menu is a case of adjusting its Transition settings at the bottom of its properties in the Menu Manager.
You can use Camera: Fade to fade in the Camera but …
It's possible to write custom Actions with new functionality, but the intended way to alter talking animations is to use the expression system.
Expressions can be defined at the bottom of a character's Inspector, and then set via the [expression:X]…
Sorry, I'm not quite clear on the underlying issue.
The standard CSV format is to use quotations around lines that involve a comma. The quotations shouldn't be removed in that instance.
What are your AC/Unity versions, and what occurs when import…
What is your AC version, and does your second answer (which I'm assuming is meant to be "does not appear") related to my second or third question?
Does it show if you remove the item's icon texture from the "Cursor (optional)" f…
Is this in Play mode, or a build, and is the Slider's starting value restored to what you set it to after stopping/starting the game?
Are your music tracks played via the Sound: Play music Action?
Thanks for the feedback.
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This wouldn't be possible directly as it's an Int field rather than a Text one. However, it does accept Integer parameters. I can see if the ActionList: Set parameter Action can be upgraded with a "Formula&qu…
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Open up AC's RemappableAction script (from the Template you're using, not the Downloads variant), and remove the line:
.WithControlsExcluding ("Mouse")
Does that resolve it?
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I don't have enough to go on, here. If re-ins…
Welcome to the community, @frilansninja.
The use of the Interaction menu for Hotspots is based on the Hotspot's properties and the Settings Manager's Interaction settings.
In the 2D Demo, the "Exit" icon is not used in a Menu. Instead, …
Are you using Input System, along with AC's integration template for it? If so, input is controlled through the Controls asset inside your game folder's "Input System integration" subfolder.
Additional sensitivity options can also be fou…
Welcome to the community, @OlivierW.
Working with dual displays is a Unity topic, rather than an AC one. Fortunately, its mainly a case of having a separate Camera for each display, and setting that Camera's "Target Display" field.
You …
I'll need as much detail as you can share. What inputs specificially are you remapping, what are you attempting to rebind them to, and have you added them to the Inputs UI prefab's Input Remapper component Inspector?
You'd first need a means to control the brightness through custom script, based on your chosen render pipeline. This isn't an AC topic, but you should be able to find plenty of resources for this online.
Once you have a script that can sync the br…