So you're saying it goes out-of-bounds when you move the cursor into the corner? If you then move to the lower edge, does it then jump up?
I can't recreate such behaviour in the 2D Demo. Are you able to modify the 2D Demo's NavCam camera to get t…
Yes, you'd need to rely on some scripting - but likely not much.
First of all, you'll want to render your Menu with Unity UI if you aren't already. The "Adventure Creator" source option is better used for prototyping, with Unity UI the b…
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In what way? Please elaborate - it's not clear from this if this is down to an issue with AC, or with Unity. What versions of both were you updating from, in what order, and what problems occured?
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Again, apologies, but I'll need m…
It should be automatic. That your speech audio is associated in the Speech Manager does away with the need to set the sound type manually.
Are you relying on Audio Mixer Groups for your audio playback? If you open up your Options menu, are the Sp…
Welcome to the community, @JackAnimated.
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I'm unsure of what you mean. Are you referring to the contraints of the cursor influence, or the constraints of the camera's position? If you can post an imgur screenshot of your camera's Inspector…
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Please always post your AC and Unity versions - a related issue was addressed recently. If you're not using the latest AC release, does updating resolve it?
What is your game's scale? 1 meter in your game world should roughly translate to…
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* Where does it appear, exactly?
* Did you assign the RectTransform boundary component?
* Any relevant messages in the Console?
* Does unchecking Always fit within screen? have an effect?
* Let's see updated screenshots.
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What do you…
No - please provide full details, including your AC version number.
I'm unsure what you mean about how this occurs - is it after loading a save, or upon ending a cutscene/conversation?
Do your Conversations have "Remember Conversation" c…
You need to apply changes made to your UI back to the prefab after assigning them to the Menu Manager.
See the Recorded ConstantID fields that appear beneath RectTransform boundary and Linked Text. These need to match up with Constant ID component…
When you mark a language as RTL, AC will reverse the scrolling direction, and re-arrange the Hotspot sentence construction (i.e. "Use X on Y" becomes "Y on X Use").
It will not reverse the words of the speech text, however - it'…
You can bypass the ActionList if you force off the menu through script, i.e.:
AC.PlayerMenus.[GetMenuWithName](/scripting-guide/class_a_c_1_1_player_menus.html#aead571ebcc7e25975f87e45900716909 "GetMenuWithName") ("MyMenu").[For…
You'll need to specifically command AC to turn off the Menus you don't want. At what point are you turning the menus off?
If you create an ActionList asset, with Menu: Change state Actions to instantly turn off all of these menus, you can then run…
You can try unchecking Unfreeze 'pause' Menus? in your ActionList - however, it's likely that won't work because the speech relies on time unpaused to display.
You'd likely be best off adapting your "flying verb" code to not move when the…
In general, I recommend AC menus for prototyping, and Unity UI for final design.
Are you using Unity UI for your menu now? Again, I cannot recreate such behaviour. Please share screenshots of the issue occuring, as well as the properties of the M…
There are a number of custom events related to inventory items, including OnInventorySelect. See the Manual's "Inventory scripting" chapter for a list of all available, and this tutorial for a guide to implementing events.
Version 1.66.7:
* Fixed: Default PlayerStart sometimes not spawning when organising scene objects in Unity 2018.3
* Fixed: "Unity UI in Scene" menus not responding after loading a save game file that doesn't involve a scene change
* Fixed…
I can't recreate. What's your AC version, and please share a screenshot. The final appearance of completed scrolling text should be the same regardless of the direction.
Note that if you display your Subtitle menu with Unity UI, you can amend the…