The MenuGraphic element's "graphic" variable is of the type CursorIconBase - see the Scripting Guide's entry fot this class here.
However, you can update the element's texture with the SetNormalGraphic method, i.e:
(AC.PlayerMenus.Ge…
2D or 3D?
Generally it's really a matter of preference, and convenience depending on the situation. If you have an NPC moving between the different rooms, for example, then it'd be easier to rely on one scene. Otherwise, it's generally more manag…
Is this a 2D or a 3D Hotspot?
Unless you have Highlight Hotspots based on cursor proximity? checked in your Settings Manager's "Hotspot settings", the Highlight effect should kick in only when over that Hotspot's collider.
Let's see your…
You'll need to hook into the OnMenuElementClick event - see the Manual's "Custom events" and "Menu scripting" chapters.
This event is triggered whenever the user (single) clicks on a menu, and includes parameters for the menu, e…
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How many frames of each animation will play is dependent upon the character's turn speed, but the behaviour is down to the way Unity's Animator system works.
If you're trying to create a "turning while walking" animation, you may …
You'll need to me more specific. In what way are the controls "strange"?
Check the Console window for messages - does anything relevant appear at runtime?
The 3D Demo game's Player, Tin Pot, is also configured to work in First Person. …
If the Action is in an asset, and the "petitioner" variable is a prefab, then there's no need to rely on its ConstantID value. That is only necessary when assets / scene objects need to communicate with each other.
The Object: Add or rem…
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What do you mean by this?
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You can lock/unlock the Subtitles menu using the Menu: Change state Action. You can place such Actions in the Interaction menu's ActionList when turn on/off fields.
That the ActionList ends while the Conversation is active is necessary for technical reasons.
You could, however, modify the ActionList: Run Action to also wait until dialogue options are not showing. This can be done by inserting the following in…
Welcome to the community, @bali02.
When do you want the cursor to unlock? While the Interaction menu is showing?
If your Interaction menu has Pause game when enabled? checked in its properties, then the cursor should unlock automatically.
Otherw…
Welcome to the community, @Bonez.
Perhaps the Settings Manager's field should be more clear - the Movement limitation field only relates to Player movement, and is showing because your Movement method is set to Direct. If you change this instead t…
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No, this is not by design - see, for example, either of the demo games. Are any custom scripts involved? Let's see your Settings Manager and Player Inspector in full.
AC and Unity versions as always, please.
To isolate the problem, drop …
I was taking your meaning to be that this was an issue even without the custom script. Does the menu position itself correctly if ArrangeInteractionIcons is disabled/removed?
Try this:
http://pasteall.org/1495936/csharp
If it's a custom Action, it's only going to behave how you tell it to. You'll need to post its code.
You're assigning a character prefab asset file into an ActionList asset file, or a scene-based one?
The ActionList itself needs to run in the background, which is a case of setting its When running field to Run In Background. See the Manual's "Background logic" chapter for more.
That's the relevant variable, yes. See the description in the scripting guide:
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You shouldn't generally have to resort to scripting, however - is the field Auto-hide Interaction icons based on Hotspot? showing in your Settings Manager?
This sounds like a question half for Unity, since what assets get loaded when an object is spawned in is down to Unity. My guess would be that textures are preloaded if placed in Resources, though you might want to look into a StreamingAssets folde…