Version 1.84.1:
* Added: Ability to convert the selected scene sprite to a Hotspot when creating new Hotspots in the Scene Manager
* Added: "Menu/Shift element" event to the Events Editor
* Added: Help box to the Remember Transform compon…
What is the actual behaviour you get when clicking, and what's your Menu's Source set to? If it's set to Unity Ui Prefab, it should ignore the state of the speech-skipping input and always react to clicks.
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AC handles the serialization/deserialization of Options data - iOptionsFileHandler only needs to save/load all data as a single string value, dataString in SaveOptions.
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If the Options data is not found, it'll revert back to the Save…
Your Inventory: Property to variable is not using the parameter - you're assigning the Key item each time it's run.
Click the "P" icon to the right of Key and select the Inventory Item parameter.
To prevent the ActionList from running wh…
The flickering is happening because of a frame-delay between the items shifting in the Menu, and the UI buttons changing position.
Not sure which is happening first, but you should be able to force them to update at the same time as part of the scr…
Glad you figured the camera issue out. What with 3 assets at play, it's not always easy to see where the issue lies.
The error message, however, is coming from the DS integration's Conversation Action. I would recommend getting in touch with DS's…
The Event itself will run for all Containers, but its ActionList includes a Container GameObject parameter that will be set to the affected Container. You can begin the list with an ActionList: Check parameter Action to compare it with your prefab.…
It should be possible by simulating input via Active Inputs.
Disable Can skip with mouse clicks? but keep Subtitles can be skipped? checked. Skipping will then be based on an input button named "SkipSpeech".
In the Input Manager, make a…
You can either have the animation play while paused by setting its Animator's Update Mode to Unscaled Time, or by running the Engine: Manage systems Action to allow direct-navigation of Menus during gameplay.
I can't reproduce such behaviour - can you share sceenshots?
For reference, I'm testing with the 3D Demo, just setting the InGame menu's Appear type to Manual, and checking both the above as well as Enabled by default?.
Try the same steps and see …
Your Menu is set up to auto-select ShiftLeft by default, as that's the first element listed. Uncheck Auto-select first visible Element? and set First selected Element to InventoryBox.
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You can have drag-and-drop work with a keyboard/gamepad…
Remove your Show Item Labels component - we're handling this in Actions now.
The Inventory: Property to variable Action needs its Get property of field set to Specific Item, so you can then override this value with the Inventory Item parameter.
It's a tricky aspect to get right.
You'll want the animation to be the opposite of how it appears - the shift should be complete in its first frame (i.e. the centre slot is in the side slot's position), and then returns to the centre by the end of …
The Hold box would need to be a separate InventoryBox element, as you've done.
If you were going for a one-click interface, where clicking an item automatically selects it, you could set this Hold box to Display Selected Item, and then prevent the …
Try this:
using AC;using AC.Templates.FirstPersonPlayer;[System.Serializable]public class ActionPlayerStand : Action{ public override ActionCategory Category { get { return ActionCategory.Player; } } public override string Title { get { retur…
A custom script is necessary - you'd need to attach it to each UI Button in your prefab.
With the latest AC release, it's possible to extract the Inventory Item Instance from the Button it's associated with without need for additional variables.
T…
The script reacts to the Inventory element being shifted - not the underlying input that causes that shift. If the items are shifting, then input shouldn't be the factor here.
If your UI pauses the game, is your Animator set to run in Unscaled Tim…