Is it rendered with Unity UI? If so, you'll instead need to manipulate the uiPositionType variable.
Note that you'll then also have to call its SetCentre function to reposition it - it may be easier to just have a second Interaction menu already r…
The Hotspot: Change interaction Action can be used to disable/enable the various Use interactions on a Hotspot. You can use a pair of these to disable an Interaction mapped to the "Locked" cursor icon, and enable one mapped to the "U…
This is leaning more towards "quirk" than full-on bug, but you just need to check Wait until finish? in the Hotspot Interaction's ActionList: Run Action - or insert a brief pause afterwards.
You can already play as many music tracks as you like via the regular Sound object - the "music" system is mainly just a convenience tool to auto-handle saving/loading and queuing tracks up.
Certainly something in the vein of iMuse emulat…
A fix for the timer, and a smoothing option, will be available in the next release.
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It is - enter "TextMeshProIsPresent" as a Scripting Define Symbol in your Player settings, and the Menu system will refer to TextMeshProUGUI compo…
Certainly the intent with the Component variables and parameters systems is to allow puzzles of the kind above (at least so far as I've understood you) to rely on recyclable ActionLists rather than interaction duplication.
I suspect this omission f…
When you say "simulate a button being pressed", are you referring to a Unity input, or a menu button that visually appears in the menu?
Input buttons can be simulated through script:
AC.KickStarter.playerInput.SimulateInputButton ("…
Welcome to the community, @DavidBFox.
There's a couple of ways you can do this.
* Duplicate the Menu in the Menu Manager (and relink a duplicated Canvas prefab if you're using Unity UI as its Source) and change its Appear type to Manual or During …
I believe this was it:
using UnityEngine;using System.Collections;using System.IO;using AC;public class LoadVars : MonoBehaviour{ public int saveID = 0; [ContextMenu ("Load Variables")] private void LoadVariables () { f…
You can instruct the player to pathfind towards some point with the MoveToPoint function, i.e.:
Vector3 rightPosition = KickStarter.player.transform.position + Vector3.right;KickStarter.player.[MoveToPoint](/scripting-guide/class_a_c_1_1_char.html#…
Please always provide your AC and Unity version numbers.
I can reproduce no such issue. At which point are you skipping the cutscene - before or after the ActionList: Run in parallel Action? If you attach a comment to the Camera: Switch Action an…
Welcome to the community, @eran.
This is a good case for the use of "speech event tokens" - see the Manual chapter of the same name, which provides details and examples.
To change the value of any Manager field through script, right-clic…
A music playback issue introduced in v1.68.0 has since been fixed in v1.68.3. Try it with the latest release, and if there's still an issue - yes, let's start a new thread and let me know the result of running the same Action from a separate Cutsce…
Even if it was visible, the GameCamera Inspector's Target object field only accepts objects that are in the current scene. You would have to drag the Player prefab into the scene, and assign the local scene instance of the child object - not the or…
I guess it's all relative, but I was thinking bigger than that - an ActionList of the size above shouldn't be anything to worry about.
My personal preference in this case would be to rely on separate Timeline assets for each dialogue response, if t…