If the Conversation menu's Appear type is Manual, then it will need to be turned on after the Dialogue: Start conversation Action. This is because it populates itself with the active Conversation's dialogue options at the moment it is turned on.
H…
A Hotspot's on/off state is determined by it's layer - not the enabled state of the component.
Attach the Remember Hotspot component to it, and you can configure its Hotspot state on start field to handle this for you. Attaching this will also sto…
As mentioned above, the OnChangeCursorMode event can be used to react to the default cursor becoming selected. The following will skip over the default:
using UnityEngine;using System.Collections;using AC;public class SkipMainCursor : MonoBehaviou…
I'm not sure how useful others would find this kind of specific fine-tuning, but bear in mind that all of this is open for you to tweak as necessary: the GameCamera2D / GameCamera2DEditor scripts can both be duplicated, renamed, and modified to suit…
What you've shown looks fine - but your video doesn't show anything going wrong at runtime.
Again:
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You said the issue occurs when you change scene - so all's fine in the first scene? What happens exactly when things go wrong? Is the canv…
Even in that mode I still have no issue.
I've assigned the prefab as the Interaction's Canvas, and its immediate child as the RectTransform boundary - you did the same?
I'll need those Managers, and a test scene as well, to be sure we're looking a…
ActionList save data includes parameter values, conversation points and pause states. If an ActionList is paused, then that state is saved so that it can be resumed later.
Generally any "Constant ID required" message should only show if …
I edited my post above shortly before you replied, did you see my mention of the custom event and Manager shots?
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Is that what you want, or is that what's occuring and you don't want it? It's also possible to change the "Display cursor…
Your Manager shots are incomplete - please shared uncropped images.
Again, please describe precisely the interface behaviour you're looking to achieve. How is it that you want to be able to detect Hotspots if the regular cursor is hidden? Is the …
As intended - a cursor graphic is a special graphic type so if assigned it should be used always for the cursor.
If the graphic is animated, however, it can be animated only when hovering over a Hotspot.
Once in Unity UI mode, set the Transition type field to Custom Animation.
The on/off animations will play automatically by naming convention - see the Manual's "Unity UI menus" chapter.
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But that's the way the prefab is set up, meaning it works for me just fine. What Render Mode must it be set to for the issue to occur?
If the Render Mode is set to Screen Space - Camera, but no camera is assigned, AC will automatically ass…
Please be specific in your description. I'm assuming by "turn off" you're referring to your Pause menu's "ActionList when turn off", and by "cursor disabled" you're referring to an "Engine: Manage systems" Ac…
Not necessarily, this may be a separate option.
So that I can recreate the issue accurately, please share your exact interface settings, and describe precisely the interface behaviour you're looking to achieve.
I'm afraid I don't quite follow what you're asking for. What is it about Conversations that limits other systems running?
Bear in mind that you can hook into the OnStartConversation custom event to run code at the moment a Conversation is run.
Co…
You must set the Menu's Transition time (s) field to match the total length of the animation, since AC will disable the UI that amount of time after the call to turn it off.
Again, the default behaviour of the Verbs menu is to hide itself during a cutscene - even if that cutscene is a single line of speech.
By default, an ActionList will block gameplay when run. You can, however, change its When running field to Run I…