I see you also have your "Walk speed scale" set to zero.
Try setting that to match the run speed. If you don't ever want him to appear walking, then assigning your run values when he's technically walking shouldn't be a problem.
Hiding all elements would really be akin to just closing the menu.
You can't hide all elements in a single Action, but a series of Actions could close them individually in turn. You can also script it:
Menu myMenu = PlayerMenus.GetMenuWithName (&…
Welcome to the community, @matttardiff.
There's a few things I'm seeing:
* Your Animator component on the sprite child is disabled
* The Run animation won't play unless you specify him to run, and since he has no Walk animation he'll only play his…
A Trigger's Trigger detects field can be set to Any Object With Tag, which will cause it to run whenever an object with a specific tag enters it.
Having a Trigger run when all types of a given object opens up room for complication and interpretatio…
The item you choose in the "Combine interactions" panel is the item you need to have selected when clicking on it. This is consistent with choosing the Cursor Icon when defining a "Use interaction" - i.e. the cursor you need to …
In what AC version?
I'll need you to elaborate on this. Is your ActionList running in the background, and what is your Inventory menu's "Appear type" set to?
Please provide steps on how to recreate this. The New Game Wizard can be used…
A screencast or series of screenshots to illustrate what you mean would be very helpful here - this is a visual problem and it's difficult to understand your meaning without seeing it.
Does this occur if, after running the interaction normally, you…
Checking Place distant Hotspots on separate layer? will cause Hotspots outside of the Player's "Hotspot detector" to be moved to the DistantHotspot layer. This should cause clicks on them to be ignored in favour of the NavMesh.
If you're…
Sorry, but I'm not clear. You said the problem was with the player "misfiring animations". The video shows some stuttering (related to relative position), but no evidence of the character trying to snap back to idle. Please elaborate on…
You'd need some custom scripting, but likely not too much.
Create a menu/button element to display "Examine", and set its Click type to Custom Script. You can then hook into the OnMenuElementClick custom event to examine the currently-se…
Items can only be "given" to NPCs.
See the Protip box in the Manual's "Inventory interactions" Chapter. The option to "give" an item as part of an interaction is made available if the Hotspot also has an NPC component…
Is there a pattern to this? Would it be to disable all single-use Hotspots, whenever any inventory item is selected?
You could do it by hooking into the OnInventorySelect and OnInventoryDeselect custom events - and disabling/enabling such Hotspots…
My apologies - I tested my explanation using the WIP AC release. This feature is included as part of that.
This'll be possible when AC v1.67.0 is out - which should be this week or next. PM me if you would like to be involved in testing.
In the upcoming v1.67.0 update.
In the meantime, just rename your cursor icon labels so that they appear separately, and you can rename them back afterwards.