It may be an issue with your character.
Try dropping in the 3D Demo's "Brain" NPC prefab, and having him move instead. What then?
If he shows the same problem, temporarily switch your Settings Manager to the 3D Demo - Demo_SettingsManag…
The click-blocking works by using the RectTransform boundary field for reference - so if you haven't supplied one, then clicks will not block anything.
That is, unless you check Unity UI blocks interaction and movement? in the Settings Manager.
What are your AC / Unity version numbers, and how is the animation itself played? By manipulating Animator parameters, or through use of Timeline?
As the character's feet are animated when he turns back, it looks like this is the result of the tur…
Did you import the full AC package - not just the Scripts folder? The error relates to the /AdventureCreator/Graphics/Skins/ACNodeSkin asset file not being correct.
Thank you, and yours.
(Quote)
The InventoryBox element's Prevent interactions? property can be used to block default click behaviour, and you can toggle this through script.
Though you'd likely want to use an event of some kind, a quick-and-easy w…
So you're looking to shift the slots by 12 each time?
I had thought that by adding "empty" items to the list might allow for it, but AC routinely removes empty slots from the end automatically. Please leave this with me - I shall think o…
Indeed - the async nature of addressables does make it a little more difficult.
This would likely be best done by hooking into the custom event system, whereby playing a new speech line triggers the OnStartSpeech event. If you uncheck Auto-play sp…
I tried it on in 2019.3, so if it's a Unity issue then it may be a but that's since been fixed.
Again though, please try the latest AC release in a duplicate test project.
The "Draw yellow cube?" option should save correctly, but the global Gizmo visibility of Hotspots is no longer serialized as part of a data-tidying effort. You'll have to show/hide them globally via the Visibility options in the Scene Man…
We still need to be able to rule it out as a contributing factor - learning the source of the problem is the first step in solving it.
If need be, create a new project with basic drag-and-drop using the default Unity UI interface - without Rewired …
Do you have Duplicate for each line? checked in the Menu's properties? Try toggling it.
If it's checked, the Speech class itself needs to be assigned to the Menu. This is typically handled by the Dialog script's call to AssignSpeechToMenu - but t…
Resources folders are not used if you rely on asset bundles. But when they are used, AC doesn't load up the whole folder - only the file when its needed.
In both cases, however, the AudioClip needed is provided by the RuntimeLanguages class's GetS…
AC is strictly designed for single-player games only, so having two-players is not really something that's possible.
That said, the next major release will see an overhaul of the player-switching system, allowing inactive players to remain in the s…