Let me know if this replacement for the PlayerInteraction.cs script's UnityUIBlocksClicks function does the trick:
protected virtual bool UnityUIBlocksClick (){ if (KickStarter.settingsManager.unityUIClicksAlwaysBlocks) { if (KickStart…
My own testing ran into issues with file handling, but you're welcome to remove the restriction by removing the "UNITY_ANDROID" mention in SaveSystem_SystemFile.cs, which is where the restriction is enforced.
Where does this scene sit in relation to others in Unity's Build Settings?
Save files referene scenes by index number, so if you add a new scene then you'll need to ensure it's added to the end of the list - and then access if via the (original) fi…
tvOS is not a supported platform. It may be an issue with the save format (by default, Binary) or with the save location (by default, System File).
You can override these defaults either using other provided formats/locations (such as XML/PlayerPr…
From your description, I'm not sure that qualifies as a bug - you're issuing a movement command to the player that he then has to fulfill - cutscene or not.
You could automate this behaviour, however, by hooking into the OnEnterGameState event so t…
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Don't disable the Menus system. My suggestion was to enable direct-control over in-game menus. Is this option not appearing in this Action? This should be visible so long as your Settings Manager's Input method is set to Keyboard Or Contr…
The "RectTransform boundary" is used as a guide if the menu is repositioned (e.g to follow the cursor) but also internally to let AC know that the cursor is within an interactive menu so clicks to the scene should be ignored.
This is typi…
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You haven't said where on screen you want to re-position the menu to, but the SetCentre function's parameter takes screen-space coordinates as a Vector2. Placing it in the centre of the screen would be a case of calling:
menu.SetCentre (ne…
Whether this is causing the error message or not, I'm not sure, but there is a typo in ExportWizardWindow.cs. Line 382 should read as follows:
exportLines.Sort (delegate (SpeechLine a, SpeechLine b) {return a.scene.CompareTo (b.scene);});
If that…
SetCentre becomes more expensive if Always fit within screen? is checked, as it has to account for that. But if you're using Unity UI, you can bypass this and update the RectTransform component(s) directly too.
If it's stationary, a simple call wh…
OnHotspotInteract will be called for inventory and non-inventory interactions alike. You can use the Hotspot's IsInventoryButton method to determine if the interaction is for inventory inside your MyUse event:
if (hotspot.IsInventoryButton (button…
You can hook into the OnChangeLanguage event to update your UIs.
This script updates UI fonts for regular Unity UI Text components, but it can be adapted to work with TextMeshPro:
using System.Collections;using System.Collections.Generic;using Uni…
It should already be - check **Always fit within screen?** in the Menu's properties. That will keep the "RectTransform boundary" box within the screen, so you'll have to make sure that this is set to something appropriate.
I believe this was it:
using UnityEngine;using System.Collections;using AC;public class JournalSnapPage : MonoBehaviour{ public string journalMenuName = "Journal"; private void OnEnable () { EventManager.OnMenuElementShift…
You can create an Active Input that resonds to a Unity Input mapped to "mouse 1".
When activated, run an ActionList that closes the Document menu with Menu: Change state.