Don't put it in MenuSystem - you should use events like the one above to hook custom code into AC, and place them on a new GameObject.
More on events can be found in the Manual's "Custom events" chapter, and a tutorial can be found here.
Open up SpeechManager.cs, and replace lines 2744/2755:
if ((actionRunActionList.actionList != null && actionRunActionList.actionList.useParameters) || (actionRunActionList.linkedAsset != null && actionRunActionList.linkedAsset.usePa…
Yes, but it'll be disabled if you're doing it custom.
You can grab the same code AC uses, however, in PlayerInteraction's CheckForHotspots method. The Raycasting specific for 3D games, based on the mouse position, can be found at the end.
You're using "Sprites Unity" as your animation engine?
It may be that the input settings in Unity's Input Manager just need tweaking, so that they snap more/less according to the "real world" input value.
Otherwise: the angles …
See the Changelog's "Upgrade notes" section for v1.66.8:
* Custom Actions that override the AssignConstantIDs function need to add the bool parameter "isAssetFile"
Replace the line:
override public void AssignConstantIDs (bool…
Precede that line with:
if (menuJournal == null) { Debug.Log ("Cannot find journal"); return; } if (KickStarter.runtimeVariables == null) { Debug.Log ("Cannot find RuntimeVariables"); return }
What does the Console say? If it'…
Does the Hotspot label not appear, or does it show but clicking on it does not cause the item to be added to the Inventory? Does manually clicking "Run now" in the Interaction's Inspector at runtime cause the item to be added?
It's not c…
You still haven't told me of your build platform, or the effects of resetting the Options Data.
AC will log when it loads a save game file. In the Editor, this occurs in the Console. In builds, it'll appear in your Player Log. Is there mention o…
That your interactions are custom is most likely the cause. If you switch back to e.g. Context Sensitive, do the labels reappear?
If you're selecting Hotspots through code, you may have to force AC's internal record of the active Hotspot manually …
It's a necessary call, because it needs to find the character in your scene who's speaking the line of text you're giving them.
You should be able to avoid this, however, by using a GameObject parameter in place of the Dialogue: Play speech Action'…
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Yes. So long as you update your Menu/Element names in the script to match the Menu Manager.
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There absolutely is. It's not just the critical lines, but the full script - line numbers includeded. Again, I also need the full message…
Is this an issue specifically with the Character: Move along path Action, or do they also not work with Character: Move to point? In which direction are they supposed to be moving?
I cannot recreate such an issue on my end with the same settings. …
How are you interacting with the button? With the mouse, a keyboard-controlled cursor, or direct navigation?
If you rely on color-swapping instead of Animation for your Transitions, do they work? It may be a Unity UI issue rather than an AC one -…
Is screen "7" taken after you manually assigned the texture?
I'll need to see the scene for myself. If you can create a .unitypackage file of your game's subfolder (not AC - the one created by the New Game Wizard), that includes the scen…
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It already should pick up on ActionList Assets passed a Unity Object parameters. What's your AC version, and let's see screenshots of the full Action chain - starting from how the sequence is triggered.
Hard to say without knowing/seeing more. What if you replace the Rigidbody/Collider with a Character Controller?
What are your AC/Unity version numbers?