What are your AC and Unity versions, and does the Portrait Graphic update correctly if you temporarily switch the Menu's Source back to Adventure Creator?
I'm not clear if you're using custom scripting here, or just the tools AC provides. I'm assu…
What platform are you building to, and do they display if you temporarily switch your Menu's Source back to Adventure Creator?
For screenshots to show in a Unity UI-based menu, the UI Buttons must have Image components either attached on the same G…
The ordering of menus is dependent on their Source properties - see the Note box in the Manual's "Menus overview" chapter:
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In order to have your Pause menu display above all others, you will either have to make it an AC menu, or m…
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Best to use 3 booleans - one for each item - that are set to True when an item is given to him. So "Given fish to doorman" would be False by default, then True when given a fish.
In the dialogue response, you can then use the Var…
I think I understand the scenario, but what do you mean by "register"? Are you trying to use the "Last gameplay camera?" field when going from First to Third-person?
You could try hooking into the OnSwitchCamera event to record…
You should link to Unity UI Prefab in general - Unity UI In Scene is really more for special-cases.
The linked UI fields in the Menu Manager will become cleared when the prefab is removed from the scene, so it's the Constant ID numbers that are use…
Please share screenshots of your setup, as well as Unity/AC versions, so that I can recreate.
The object in question must have a Constant ID component with Retain in prefab? checked for it to be removeable. Are you getting any related messages in …
I believe this was it:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCameraCheck : ActionCheck { public _Camera cameraToCheck; public ActionCameraCheck () …
Welcome to the community, @HauntedPumpkin.
Indeed, due to upgrading etc it's typically best to avoid editing core scripts unless necessary. In the case of marking a Hotspot as "isHuman", you could do this by instead giving the Hotspot Ga…
Generally SelectedItem should remain set when you expect it to be, but that may change if you're altering the way input is handled.
One things you could do to reduce things a little would be to refer to LastSelectedItem instead of temporarily assig…
Assign the same icon in the item's Cursor (optional) property in the Inventory Manager. When this field is filled, you'll then get a new Click offset (from centre) field. If you set a positive Y value, the icon will be shifted upwards by that amou…
Welcome to the community, @WhiteFeather.
The "Close up" button is part of a Menu, so the ActionList that runs when clicked is an ActionList asset file - not an ActionList in the scene. However, from within that ActionList, it is possible…
What do you mean by "custom" label and how is it referencing AC?
You say "previous menu" - as in, when going from Options to Pause? I can't recreate such an issue in the 3D Demo using this release.
I take it this wasn't an iss…
The downloading and assigning would naturally be handled via custom scripting, and you can modify Manager fields at runtime (in this case, the Player prefab slots). For example, to assign the prefab in slot "2":
KickStarter.settingsManag…