Glad to help, but it's not a noob question - it's a bug! Changing the interaction type was just a way of determining the source. If you can let me know the details above (version numbers and input method), I'll see if I can recreate it.
Unless you supply a custom Event System prefab, navigation and selection of Unity UI-based menus will be based on the default UI inputs - i.e. Horizontal and Vertical for navigation, and Submit for selection. You can see these defined in the "…
Are you instructing any NPCs to follow anyone? This is typically done using the Character: NPC follow Action. If so, temporarily stop this from running and see what impact it has on performance.
There can be a performance hit to such an operation…
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To be clear: things work in a fresh project, but not in your existing project - even if your existing project has all the newly-made Managers assigned?
You may need to re-connect the dialogue option buttons to AC's Menu Manager. Place the …
Just to confirm: does the scene switch correctly if you run the ActionList manually? This can be done by clicking "Run now" at the top of its Inspector when Unity is in Play Mode.
Assuming it does, then it seems to be an issue with the H…
AC doesn't have a built-in way of displaying multiple Hotspot labels at once, but a script on the AC wiki provides one:
https://adventure-creator.fandom.com/wiki/Simultaneous_Hotspot_labels
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You're referring to empty slots, i.e. those without items in them? You can configure the element's When slot is empty field to have it clear the slot's content as opposed to hiding it completely.
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Where you make a UI prefab should h…
To be clear: you mention Buttons but are you using Toggle elements in AC's Menu Manager?
Does your Toggle Group have Allow Switch Off checked, and what are your elements' Toggle type fields set to? AC doesn't currently account for Toggle Groups, a…
Welcome to the community, @2dchaos. Thank you for the clear steps!
I will attempt a recreation, but can you also share details on your input setup? A screenshot showing your Horizontal input from Unity's Input Manager will be best.
You should see a circle icon in the screen's centre when previewing such a Menu. The menu will be positioned relative to this at runtime, but the relative position itself is set via the Position fields in the Menu's properties.
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That's correct. Unity does not support cross-platform asset bundles and I don't believe that's planned to change.
The name will have to be changed when changing build platform, yes, though a custom script could be written to update this au…
Yes, that it's exactly. The complete label when hovering over an item depends on many of the interaction settings. If set to custom, it's left as empty so as not to interfere with the desired format.
However, I think it would be useful to provide…
Not specificially, but you could try using the Variable: Run sequence Action, which runs a different output socket each it's triggered. You could have a sequence with e.g. 5 outputs, and the first four end with an Action chain that loop back to the…
All looks fine from the screenshot - it should be added. That the Path is getting a ConstantID component means that the function is being run, just that the RememberNPC is left out. I can't recreate the issue on my end.
If you're interested in do…
You may want to look into applying forces to your Player's Rigidbody instead of manipulating the Transform, but that's a separate issue.
To determine whether the player is to the left or right of the trigger, you may be able to use this custom Acti…
Welcome to the community, @AndrewWerdna.
I assumed actually that the "VR camera" would be independent of the MainCamera itself, so that "proper" rotation is still handled by turning the player character (to allow for full 360 ro…