Draggables certainly still exist, but they're intended for 3D objects.
While it'd be worth looking into a dedicated asset (since the scope for customisation is actually quite large), you could likely get something running within AC by smart use of …
This isn't currently possible, however the introduction of "PopUp presets" in AC v1.69 does allow for some flexibility.
A custom Action can be used to create a "PopUp switch" that takes a preset (defined in the Variables Manager…
When entering from another scene, is his PlayerStart within the Trigger's boundary?
Do things work if you rely on the "Rigidbody Collision" detection method?
Are these ActionList assets, or scene-based ActionLists? Are you relying on any custom Actions?
I shall attempt a recreation, but you should not be using AC with an alpha version of Unity. 2019.3 is not yet officially released, and as such is not…
I'm assuming the "Erika" you've set in the "Object to Highlight" field is the Hotspot itself.
You should be getting messages in the Console about custom menus being registered - is this the case?
Please share a shot of your Set…
If the elements rely on Manual size, then no - there won't be any change.
I see your point about the fill bar when set to Automatic - but this is more a side-effect of the setting rather than a bug. In this case, you would need to set it to Manual…
I can't recreate such an issue - the player's Halt function is called by the SceneChanger script. Placing a Debug.Log statement in Halt can confirm/refute this on your end.
What exactly is the behaviour you're getting? Are they not placed at the …
It will try to, but will display a Warning in the Console if unsuccessful.
If you need to do some maths with AC variables, probably best to rely on a custom script. AC variable values can be read/set easily - see the front page of the scripting gu…
Yes, the "Interactive boundary" object (available in the Scene Manager) is the way to go if you're dealing with a specific Hotspot, and want control over exactly where the player must be in order for it to be interactive.
If you want this…
(Quote)
I can now, yes. I shall look into this, but know that you can set this value on a per-scene basis via custom script. To change it's value (as with any Manager value) at runtime, you can get an API reference to it by right-clicking the fiel…
A custom Action, or just a custom script, can be used to do it, yes.
You just need to shift the items by a value larger than the number of items held, e.g. 100.:
AC.PlayerMenus.GetElementWithName ("MyMenu", "MyInventoryBoxElement&qu…
(Quote)
Apologies for the auto-spam-flagging. Not sure exactly why it was, but I've verified your account so it won't happen again.
(Quote)
From what the screenshot shows, all looks OK. What is the variable's actual value at each of these times? …
The Sound: Play music Action can be used to handle music playback across scenes. If you check the Queue? option, the track will play only when the music before it has finished playing.