@Antonis: A script for a Unity UI-based cursor has since been posted on the wiki. It can be adapted further to suit your own needs, but allows for animation control through the use of Animator parameters.
Colliders aren't designed to work with UI. Attaching a Hotspot to a UI component won't make things work instantly, but you could feasibly connect a Button's click event to run e.g. a Hotspot's "Use" interaction.
See the included "Cu…
The issue being that "Cop_Female"'s speech is displayed with this menu?
Does this character have a "Speaker label" field set? This'll be used instead of the GameObject name if so,
I'm afraid I really don't understand what the image is supposed to be showing me.
You'll need to be more clear and direct about what your issue is. Your example of a button that can hide/show an object can already be done with ActionLists - regard…
Good to hear from you too, @Temmy!
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One option would be to create an "Active Input" to handle the menu toggling, and then disable the active input while an item is being examined.
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The Menu class has two functions for this:…
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That's essentially what the Attempt to be super accurate? option does already.
One other possible option would be to attach a Moveable component to the character, and use that to lerp them to the target Marker once they've reached the it. …
If "Subtitles" is set to Off in your options (see the bottom of the Settings Manager), then they'll be hidden if a speech line has audio.
You can override this by checking Ignore 'Subtitles' option? in the Subtitle menu's properties.
Different options like what? You can still use AC variables in your ActionLists, or use scripting to change which ActionLists the buttons link to. Without more details, though, I can't suggest much.
I feel this would add too much clutter to the UI to have it be part of the Inventory Manager.
However, the current release now includes the new SetParametersBase class, which provides functions to set parameters in bulk when a particular ActionList…
What's the menu's Appear type property set to? When it turns on/off will depend on that.
When set to Manual, it should only turn off when explicitly told to do so, either through scripting or with the Menu: Change state Action.
Your script is manipulating the original Menu in the Menu Manager, not the runtime instance of it.
menu = PlayerMenus.GetMenuWithName ("InventoryUI");
See the Manual's "Menu scripting" chapter for more on how to access Menus th…
Version 1.68.2:
Upgrade note
* The Char script's isJumping variable is now protected - in custom scripts, refer to the read-only IsJumping property instead
Changelog
* Added: The "Limit visibility to camera" component can now be attach…