The script gets its text data from your Inventory menu - not the Item that's been picked up. Are you attaching this to your New Item menu?
The tutorial's use of the Menu: Update content Action handles the display of the Item's name - no need for a…
The Crafting system you've been using is intended to be a more "advanced" way of combining items. The behaviour you're looking for is the default, and doesn't rely on Crafting - though the addition/removal of items does need to be handled…
Thanks for the feedback.
It'd be worth knowing how much of this is related to UCC being in the scene. Both UCC and AC do have a lot of overlap in terms of feature-set, so oftentimes such issues are due to both assets vying for control over the sam…
Thanks for the alert. Looks like this is the default behaviour of Unity's input-rebinding feature.
I'll dig into this and see if it can be limited to the active control scheme. Thanks for the alert.
Separately: AC's Input System integration is n…
Welcome to the community, @kuiofer.
The icon sizes, when placed in a Menu, will be determined by the Menu's properties - the size options in the Cursor Manager are only used when they are used as the cursor's texture.
Could you share screenshots o…
If you have Duplicate for each line? checked, then Action will affect the original menu - not the duplicate that's open at the time. If you uncheck this option, it will update immediately.
Recreated. You'll need to ensure the ActionList is set to run in the background, but it looks like it only takes effect after the Menu is turned off and on again. I'll look into this.
Setting up your interface for working with a keyboard/controller only is quite different than the mouse.
What I'd recommend is to first figure out all the changes - across each of the Managers - you want to make to get this input/movement style wor…
It's an issue with the template assuming you have a Player character on-screen.
I have updated the package on Downloads with a correction. You'll first need to remove it from your project by deleting the "Click FX" subfolder that the tem…
I've seen what you mean, hard to describe but it is a different feeling.
I did get better results, though, by lowering the Freelook Sensitivity to 1,1, and doubling the "Max freelook speed" in the Settings Manager to 20.
AC's First-person camera is a bit of an outlier with its other camera types - because it's set/switched to automatically based on your Movement method and game state.
Normally this isn't an issue, but the use of UCC adds another of complexity.
If …
It should be automatic.
If the installation was successful, you should find that a "ClickFX Spawner" object is added to your scene's Hierarchy at runtime. This is done via a new event added to the Events Editor.
Is this prefab showing, …
Thanks for the details. I'll look into it.
Yes, it could well be down to Input System. The "Gravity", "Sensitivity" etc options aren't 1:1 transferrable from Input Manager, which did have an impact on how responsive things fee…
Are you using the Sample FP Player template to install it via the New Game Wizard, or just dropping the prefab into the scene?
The template makes adjustments to a few fields in the Settings Manager, such as the "Free-aim acceleration" fie…
When you say both animations play together, is that to say it swaps back and forth between the two, or there's a transition from one to the other? Transitions should be instant when using Sprites Unity, provided these animations are handled automat…
Having dialogue display in different ways is a case of either:
* Having a single UI-based Menu, and altering its appearance through animation
* Having multiple Menus, each styled differently, and keeping only one unlocked at a time
If each of the …
How far do you get so far as Hotspot selection goes? Do Hotspots become selected, but you can't interact with them - or are they not selecting in the first place?
If it's a selection issue, you're currently using Mouse Over detection, which means …
When using Unity UI, the elements listed in the Menu contain the data, and the Text objects in the UI prefab are where that data gets displayed.
To add the speaker name to a Unity UI-based Menu, you'll need to add both the Label element (of type &q…
I'm not clear on the underlying problem. What's the actual behaviour you're getting?
The save labels are set by the iSaveFileHandler - but this data is stored within your game's Options Data, so that they can be retrieved without having to load th…