A Component Variable parameter stores a reference to the variable itself - not the variable's value.
The ActionList: Set parameter will change which variable it refers to.
To change the variable's value, use the Variable: Set Action, and override …
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Such as?
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If you're talking about Sprite layers - those only deal with how things are displayed relative to one another, not with how they interact.
How are you dragging the items in the scene around? With a Draggable, or some cust…
When using this method, you have to define everything explicitly. Having an Active Input to turn the Menu on won't work in reverse automatically - you'll have to instruct it to be able to turn it off as well.
Active Inputs are limited by the game …
Welcome to the community, @AntonieG.
You're referring to GK1, i.e. portaits either side of the list of options, on a black background?
You can use the Menu Manager to display a full-screen black texture background, set its Appear type to Manual so…
Moved to Technical Q&A.
It's possible to override inputs with your own system (see the Manual's "Remapping inputs" chapter), but you may be able to get by simply by changing the "Input method" dynamically between "Touch…
It's quite a specific situation so the 3D tutorial doesn't cover it, but you can certainly use the 3D Tutorial's assets to experiment with. Though, its the NPC Brain that's constrained there - not the Player.
I'd recommend sticking to the "gu…
I know what it is you want - I was asking about the actual properties of the ActionList you were demonstrating.
When pausing gameplay, that OnEnterGameState event should kick in once the ActionList finishes. Try placing a print statement inside th…
This isn't technically a bug, but is a known side effect and down to the fact that you're modifying an asset file, rather than a scene file, so it isn't reset after the game ends.
See the Manual's description of this Action in the "Standard Ac…
Given UFPS's own Unity Input component, it's likely that there is a conflict in which both AC and UFPS are trying to control the cursor.
It may also be that there's an issue with AC - or some configuration is wrong. Therefore, the best thing to do…
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Locking a Menu will prevent it from turning on even if its Appear type condition is met. You can lock/unlock a Menu with the Menu: Change state Action.
However, the better way to selectively deal with input-control over Menus (i.e. to only…
Yes, you can use the Variable: Copy Action for that.
Component variable values can also be read through script, i.e.:
Variables variablesComponent = GetComponent <Variables>();int intValue = variablesComponent.GetVariable ("MyInteger&qu…
This is Unity's own post-processing stack? In what way is it interfering with the camera, exactly? I'm not clear on you mean by cutting to the "center position".
Is the MainCamera's actual position (as shown in the Scene view / Transfor…
Welcome to the community, @Fedek72.
I'm on a Mac w/ touchpad as well. AC detects the right-mouse button to cycle through interactions (as well as any input named "CycleCursors"), so what counts as a "simulated" right-click on t…
It depends on how you/when you want to do so. What's the specific situation?
The Set Trigger Parameters / Set Interaction Parameters components are mainly a convenience. Parameter values can be set individually with the ActionList: Set parameter …
Outside of this scenario, what's your normal way of moving the Player?
If your game is in 3D, you can define a Bool parameter in your Player's Animator Controller that - when set to True - causes transition to a special "restrained idle" …
OK.
So long as one speech line plays at a time, you should be able to do this by overriding detection of the "SkipSpeech" input, and prevent the input from being registered during the unwanted time.
It'll take a quick code modification, …
Welcome to the community, @VPavlov!
If you're looking to go through all the tutorial videos, I'd recommend starting with the 2D game tutorial. This is the one most geared towards newcomers, and a lot of the topics covered (inventory, hotspots, etc…
Welcome to the community, @Ze_PilOt.
This is a bug related to the menu system, rather than any setting in your Speech Manager.
A fix will be included in the next release, but in the meantime you can resolve it by opening MenuLabel.cs, and replacin…