Alas, poor default circle blob.
1) I personally prefer using a Unity UI cursor, as it allows for parameter-based animation. Software cursor can have a tendency to draw the system cursor as well after alt-tabbing back and forth, so I'd choose Unity…
Welcome to the community, @VacAng.
What are your AC/Unity versions, and are you using Software or Hardware cursor rendering, as set in the Cursor Manager?
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That's an option, but should not be necessary by any means. AC will take control ov…
What "black" are you referring to? The Unity dark skin?
What exactly are you looking for help with? Please note that the Manual details all of AC's features as well.
How your UI menu is navigated is based on the Navigation setting in your Button components. This can be set to None if you have no need to directly select the scroll buttons.
I'm still not clear on what you're expecting when loop is checked. If you loop a track, it's not going to play any others because it's now playing indefinitely.
To have tracks play in a random sequence, you need to queue them.
Please be clear - w…
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It does.
The issue is likely to do with Unity UI having its own input sytem to AC.
You're trying to detect if the player simulated input at the point the menu closed. But with the custom Action I gave you, there's no need to simulate inpu…
Actions can be modified through use of ActionList parameters, but the Dialogue: Start conversation Action is just a means to activate a Conversation present in the scene. If you want to modify the options available, you'll want to do so by updating…
In the case of Menus and Global Variables - these are game-wide entities, and so are not effected by a scene change. They are initialised when AC begins, and when loading a save game file.
You can, of course, quickly test their effect by swapping …
When it comes to scripting, you can also retrieve exactly which item is currently displayed in the inventory box element - and then run its Examine interaction directly.
Using the same naming convention as above:
InvItem item = (PlayerMenus.GetEle…
Sorry - do you have 3 clips, or 16 clips, in the Music Storage Window?
The Action will cap the maximum to the number of clips in the window - so that entering e.g. 100 won't cause an error.
What if you try a minimum of 0? Can all tracks get playe…
If the menu only appears in your Loading screen - and is showing for the scene's whole duration - there's no need to link it up to AC's Menu Manager. Leaving the Canvas as a scene object, and keeping it in the scene, should be enough.
How capable …
Yes, it's the Constant ID value that's used to connect it all together.
You can also place the prefab in the scene and assign references from there - but as AC will automatically generate Constant ID components on them, you'll have to be sure to ap…
Without knowing the root cause of the issue, I can't say. It's still not clear if this is related to AC or Opsive.
What exactly are you clicking on, the default "Menu" button in the lower-left corner? Unless you've changed this, all thi…
I will attempt a recreation.
* What version of AC were you previously using?
* Does this occur with the default InGame menu? If not, please provide steps to create a Menu for which this does occur
* Does this occur before the OnStart cutscene begi…
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There is no EndConversation method in StateHandler. Did you mean PlayerInput?
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And did here you mean EndConversation?
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Which cutscene? I'm not clear on what it is exactly you're trying to do, here.
I think you'll need to e…
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By playing a custom animation by name and waiting until it finishes, or by altering a parameter?
You mentioned turning the Root Motion Turning factor up to 1 during this - but what is the effect of keeping it there the whole time?
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Welcome to the community, @MidMagic.
AFAIK, Unity's Animator system unfortunately doesn't make it too viable to actually play a specific "frame" of an animation - it's best to stick to Unity's best practices regarding animation playback.
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