You can use the NGW with a temporary game name to create a set of Managers (with the default Unity UI interface), and then copy over the Inventory menu from there into your own Menu Manager asset file.
The video shows the spikes, but not the causes. Pausing the game and clicking on the spike will reveal more information about it.
Please also try this with the latest version of AC (in a duplicated project, just for testing) so that we can rule th…
Inventory items aren't added to menus, exactly - it's just that menus are used to display them. It should be the case that both inventory menus display the added item.
It sounds like the Inventory_New menu hasn't been correctly configured, but we'…
Inventory item labels should appear automatically in the "Hotspot" menu - see e.g. the 2D or 3D demo games.
What is your "Interaction method" so to, and what is the "Inventory box type" property in the InventoryBox ele…
OK. Updated the camera with zoom options.
As for offsetting, the camera itself is on a child object, so it should just be a case of adjusting it's position or rotation to suit. However, there is currently an issue whereby the MainCamera will snap…
I see your point, but the Conversation itself would still have to be configured in its Inspector before it can be used in an ActionList. Same goes for e.g. Container Actions. The variable sequence Action is somewhat unique in that nothing else abo…
It's possible to auto-display Conversation dialogue options only if a particular inventory item is carried by the player, so you could concievably add these as regular dialogue options and manage their display via inventory.
Inventory items can be …
What's your AC version?
All sounds fine from your description. Are the Text components children of the Buttons?
The default Conversation menu has a Unity UI variant. If you've used the New Game Wizard to create it, you can switch it's Source to …
That's along the right lines, but if you know which Canvas is being used, you can use that to find the Menu class and then the Speech class:
Menu myMenu = KickStarter.playerMenus.GetMenuWithCanvas (myCanvas);Speech mySpeech = myMenu.speech;Char myC…
Not currently - the closest thing you can do is to look for local instances of the Character: Animate Action using the Actions Manager.
I agree that this would be a useful ability, however. There are performance implications to consider, but I'll …
Is this for a 2D game? AC won't move characters along the Z-axis normally, only X and Y.
Likely some scripting would be necessary, but help can be given. I'm unsure exactly what you mean, however. If you can share more detail and screenshots it …
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Neither - it's not an "official" camera, which is why it's offered as a separate download.
It's based off a script I was writing for a personal project, which I adapted to work with AC. I'll bump this thread if I manage to update…
It's because your Moving and turning field is set to Screen Space. Set it to Unity 2D and 2D prefabs should start showing again - though it may be best to start a new scene again.
What's your AC version number?
Open up RuntimeDocuments.cs, and find line 59:
if (document != null && activeDocument != document)
Just above it, insert the following:
Debug.Log ("Open document: " + document.Title);
What shows …