If a Label element's Label type is set to Hotspot, then you can check Show pending Interaction while moving to Hotspot? to enable this behaviour.
However, the Menu that holds this element would have to be displayed even when the mouse is not over a…
Welcome to the community, @Fleppyflepster.
As things are now working for you, perhaps it's best to leave things as they are.
Going back to your original solution (using the "Angle" parameter to change animation), the issue was likely due…
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Correct. You can add new variables and still have compatibility with existing save files.
As these new variable values won't be changed upon loading an old save file, though, I would recommend testing the effects of this before pushing out…
Thanks for the elaboration. So the background image is part of the menu itself?
There's a couple of things you can do:
* Define a "Pause background texture" at the top of the Menu Manager, which will display underneath any menus that pa…
I'm afraid I get no such issue - though I did first have to set the Pause menu's Appear type back to Manual, and the Button type fields back to Crossfade. It also wasn't clear how you're loading games, so I used a Save: Save or load Action.
Doing …
Do note that if you enforce an aspect ratio in AC's Settings Manager, then black bars will be displayed if played on a screen with a differing ratio - this can be used to ensure that all devices behave the same.
For something more dynamic, you can …
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The On start scene / On start game ActionLists are independent, and one won't rely on the former to run - though "On start game" will be called first.
The "On start game" list is intended for initialisation, and you shou…
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You can define an "Active input" mapped to your FlashHotspots input, and then run the rest of the tutorial when detected.
Active Inputs are a handy way of running ActionLists when input is detected - see the Manual's "Active …
What's the actual situation here? Are you trying to disable the collider but not the Trigger?
Sending message with the Object: Send message Action will broadcast it to all components on the target GameObject. Both the Collision and AC_Trigger com…
Yes, a single empty that follows the Player at all times would be the way to go.
Inside a script attached to the listener:
void Update (){ if (AC.KickStarter.player) transform.position = AC.KickStarter.player.transform.position;}
A LateUpdate function can animate a bone on top of however the Animator controls it.
public Shapeable jawShapeable;public Transform jawBone;public float speed = 5f;public float intensity = 0.1f;void LateUpdate (){ int activeLipsyncFrame = GetCom…
Welcome to the community, @lesserdog.
You're talking about the gap between subtitle display?
You do need to instruct this via the Dialogue: Play speech Action as you've been doing, but you could modify the Action's script file to set your preferre…
The Menu's appear type shouldn't affect the behaviour of elements within it. If you would like to PM me a .unitypackage file of your Manager asset files, I'll see if I can recreate the issue.
On the topic of ActionLists, you should be able to use …
@HarryOminous What version were you using previously? As part of a code clean-up, v1.69.1 stopped saving Gizmo visibility in scene files. Apologies if it's a source of annoyance, but you should find that the Scene Manager can be used to bring them…
Yep, this'll go in v1.70. AC will be getting it's own section in Unity's Project settings window, so I'll add an option to control the display amount there.
Strange, indeed. What are your AC and Unity versions?
How do the cross-fades actually occur? Are your Pause menu's Buttons set to crossfade to each menu, or are they set to run ActionLists that handle the crossfading via a pair of Menu: Change st…
The "shift" Buttons in e.g. the Inventory menu allow you to scroll through elements that have multiple slots. This isn't the case for Buttons and Labels, which are single-slot elements.
What you could do, though, is map your game's activ…
Welcome to the community, @Castaneis.
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The default Pause menu's Appear type field is set to On Input Key. You can prevent a Menu from turning on under normal circumstances by locking it. This is done with the Menu: Change state Action, set…