Likely not easily to get exactly the way you want, but should be possible - at least broadly. I'd recommend playing around with the features below before trying to implement it properly:
A character can only have one inventory on them. Items can,…
What do you mean by the "normal method"? As in Rich Text?
Make sure you're using Unity UI for your Menus display, and that you're not trying to control the colour per-character via the Use character text colour? option.
Welcome to the community, @mnorm.
For speech text to display, your Menu Manager must have a menu that has an Appear type of When speech plays, and includes a Label element set to Dialogue Speech.
By default, this is provided via the Subtitles menu…
I'd suggest trying it with animation - create a "super parent" under which all lights exist, add an Animator, and then add a new animation for each combination of lights - either animating the enabled state of the lights, or their intensit…
Welcome to the community, @BTJH74.
This is a bug. Thank you for the report, and apologies for the hassle.
The issue is purely visual - the glasses are considered "worn" by the guard because his Interaction checks on the presence of the …
If you read:
AC.KickStarter.playerMenus.GetHotspotLabel ();
From within the OnInteractHotspot event, it'll display the full line.
If you did want to rebuilt the sentence, you can use that event's Hotspot and Button parameters to extract both the …
The saving of the screenshot is automatic - when the save slot is written to, the screenshot will be updated regardless of whether you actually display it or not. That does not need a custom script.
The only thing you should need to script here is…
The package now addresses the error.
To have the player walk to the Hotspot as part of an unhandled interaction, pass the Hotspot as the Interaction ActionList's GameObject parameter. If you then perform a Character: Move to point Action to move t…
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I need full details - what did you do to remove the notification? I can't see how it would be possible for nothing to show upon adding that last debug statement.
If the save process is running, you'll get another Console message to say if …
You'd have to hook into the OnMenuElementClick custom event to update the save image with the correct one.
The screenshot for a given save slot can be read with SaveSystem.GetSaveSlotScreenshot.
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AC isn't directly aware of what's removed - it just tallies the difference before and after the operation. You could, however, output a CSV file of all text before and after and use some sort of comparison tool to see the difference between…
The default Verbs menu is set to appear during gameplay - so if your Interaction's When running property is set to Run In Background, then it won't disappear. The Engine: Manage systems Action can be used to temporarily restrict the player's abilit…
I've updated the template once again.
In ItemSetLabel's Inspector, you can now dictate the interaction index of the item to auto-select when hovering over it (by default, it's 0).
Set it to 1, and then set up your inventory item's interactions:
0…
The skip system is not appropriate on a per-Action basis, because it would create playback issues. Skipping one Action and not others would have knock-on problems with Actions depending on one another not syncing correctly as they would normally.
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You didn't put one before the last return statement, so I'm guessing it's the PlayerMenus script's lockSave property. Using the following would confirm this:
Debug.Log("LockSave: " + KickStarter.playerMenus.lockSave);
This property is o…
It all depends on the method involved, but I don't picture custom Actions being key here. Likely what you'll want is some way of copying the contents of the dialogue text to another Unity UI component that you can then manipulate as necessary.
The…