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I would say that's a matter of opinion. Clicking at that moment would merely deselect the item - not combine it with itself.
However, it is possible to override the "Hotspot label" when over any given menu element by hooking into…
This may need a bit more tweaking yet, but should get you most of the way there:
https://paste.ofcode.org/uBkPvhf2EVRFXEESL3C9vK
You'll need to comment out the OnHotspotReach event mentions in OnEnable/OnDisable until the next release, but that sh…
Yes, I'd expect this is certainly down to Collaborate - but may be more of a quirk of the way Unity works than anything.
On a technical level - at least so far as I understand it - Actions are themselves ScriptableObjects. When SOs are saved in a …
Interactive Boundaries rely on Unity's OnTriggerEnter to work - so either the boundary, or the player, need a Rigidbody.
You could try attaching a kinematic Rigidbody as a child of the Player, or one to the IB itself.
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Please be clear. Was that were you upgrading from, or what you are now using?
Even if it's only in a backup/duplicate project, you should test the latest release to check if this was an issue that's since been addressed. Please also follo…
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Can you be more specific? What were the sub-versions?
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So, you're saying "KickStarter.playerInteraction.GetHotspotMovingTo()" is not returning null when it should be? Use a print statement to confirm this in the Console.
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What controls the text display, though? Your "textBox2.enabled" calls? That's only set to true when moving to a Hotspot. I would expect the same behaviour with older AC versions - what were you upgrading from, and what are you using now…
Yes, indeed.
Move the "ToggleDrawer" (i.e. the ActionList that processes all the parameter logic) to an ActionList Asset file. You can automate this via the ActionList's cog menu in the Inspector.
Then set your Hotspots' Interaction sou…
It doesn't clear when the interaction ActionList ends?
Your "inventory actionlist cancel" debug message shows up, so you can make adjustments there if needed.
"Gets stuck" as in it displays forever, or doesn't display?
You'll need to elaborate much more about the actual vs expected behaviour here. Though, the check you're making in OnEndActionList should kick in correctly - you can make whatev…
Welcome to the community, @WizardSae.
I apologise for the troubles - no, this is not normal.
If Unity has red compilation issues, then third-party toolbar items won't be loaded in - the error messages themselves are why the Adventure Creator toolb…
To clarify: I was meaning that you'd only see an improvement with a raised Gravity value after the update.
As part of the update, I'm looking to add a Stop turning when release input? option to the Settings Manager which should improve behaviour. …
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This is the Run Conversations in first-person? option? Conversations are always allowed to run - this option just means it uses the first-person camera.
If you wish to change camera while the Conversation is active, uncheck this option.
D…
You shouldn't have to. But if you're saying the cursor disappears, you're not saying it changes to the item itself?
Let's see your full Cursor Manager - I'll attempt a recreation. Please also let me know your AC and Unity versions.
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What is your Cursor Manager's When inventory selected field set to? If set to Change Hotspot Label, the cursor should not be affected.
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The rules of syntax for the Hotspot label are the same regardless of how an item is selected - i…
Categorise your variable names with a forward slash (/) character, i.e.:
* CategoryA/Variable1
* CategoryA/Variable2
* CategoryB/Variable3
* CategoryB/Variable4
Then when they appear in popup lists, they'll be grouped up by whatever comes before i…