What exactly are you trying to achieve in terms of behaviour? Hover over the InGame Menu to bring up the Inventory menu?
If you're just looking to have both side-by-side, you can just have your Inventory menu include a Button that opens up the Pau…
The Menu's Source option won't affect cursor display, but the cursor can optionally be set to hide when the game is paused in favour of directly-controlling menus with a keyboard.
If your Settings Manager's Input method is set to Keyboard Or Contro…
The default InGame menu's Appear type is set to During Gameplay - so it'll turn off whenever gameplay is blocked, even if it's only for a frame.
Flickering like this can occur if an ActionList is run that - although brief - blocks gameplay.
You ca…
A Conversation shouldn't be skippable - only the responses.
Please share more details, including version numbers. Is your Conversation timed? Are options overridden in the ActionList, and is this ActionList (or are any other running at the time) …
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If it's not working with regular TMP, then we should look at that first. It may be that resolving that issue also solves the one with RTLTMP.
Have your Subtitles UI prefab use a TextMeshProUGUI component in place of Text or RTLTMP, then li…
For help about the ammo, you'll need to consult the Opsive forums/developers.
For converting this to a custom Action, you'd move the code in the pickupEvent function to the Action's Run function, copy over the variables, and expose Editor fields to…
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Thank you, I'll attempt a recreation. What are your Unity and AC versions, and what platform are you building to?
Also, does the menu itself pause the game or have an "ActionList when turn on" assigned?
Inside a loading screen? Not currently possible - the next scene will be switched to when it's loaded into memory.
A good suggestion for the future, though.
Are you testing an apk file, or remotely/simulated? Apparently it won't work with the latter.
This appears to be a common issue with Unity users, but isn't AC-related. A cursory google search reveals a number of related threads with potential wor…
That the InGame menu (the "Menu" button in the lower-left corner) disappears at the same time suggests that some kind of gameplay-blocking cutscene is running.
Enable the AC Status box via the bottom of the Settings Manager. What does it…
Welcome to the community, @kbarber.
There should be no difference between a build and Edit mode. What's your AC version? A warning or error message in Unity's Player Log may reveal more about the cause.
As you can start (even if just when testin…
The y-position increases as you go down from the top of the screen, so 728x30 suggests it's towards the top-right. Where is it really, and is it rendered with AC or Unity UI? A screenshot to illustrate the actual situation would help a lot to unde…
Add the two parameters, but use them how you like. A 2D BlendTree would be appropriate if you wanted strafing animations, but you can stick to a 1D for the original issue (i.e forwards/backwards only)