This actually sounds like a bug - the default option should run regardless of it being visible or not.
I will look into this, thank you for the report.
404 error on the link, and your "needs to become" code is what it already is - did you mean those to be the other way around?
Was inventory combining working before you moved the InventoryBox to another Menu?
"Animator" refers to the component, not the asset file.
You need to assign the GameObject that has the Animator component on it - not the Animator Controller that it relies on.
You could try just checking the distance between the two points:
(myHotspot.walkToMarker.transform.position - KickStarter.player.transform.position).sqrMagnitude
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It is, but it's your choice.
Crossfading is handled via an interim AudioSource component that's a child of the MusicEngine prefab. This is controlled by the attached MusicCrossfade component.
Only one instance of the script needs to be present in the scene - the code is generic. Remove it from your NPCs, and try placing just a single instance of it on a fresh empty GameObject.
Since pasteall.org is currently down, here's the code again…
There're too many unknown factors here to debug it. PM me a .unitypackage file of the Menu Manager, UI canvas prefab, Animator Controller and the 4 animation clips, and I'll see what's wrong.
If this is to save a game, make sure the Save: Save or load Action's Method is set to Overwrite existing save, not Load game.
You'll then need to overwrite the Slot index to save field with your parameter. Change (No parameter) to Slot index.
Mor…
For that field to have an effect, you must either have your Input method field set to Touch Screen, or your Select interactions by field set to Clicking Menu.
Note that this does not affect Menus rendered with Unity UI.
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You're talking about sprite layers? AC isn't doing any fancy manipulation here - how things are displayed is all down to your use of Unity's SpriteRenderer and Camera components. Elegant or not, this isn't something AC controls.
Shifting …
They're in the Application.persistentDataPath, in a subdirectory of your game's name.
The exact location is shown in the Console window in the Editor - and the Unity player log for builds. Note that they're local to your own computer - they won't …
And the full changelog..
Version 1.66.1:
Upgrade notes
* Sprite-based characters require upgrading to the new "Facing directions" field. This process should be automatic, by viewing their Inspectors
* The "Multiple directions?&quo…
@mad_lemon Pasteall seems to be down completely, so I'm hoping it'll be back soon. In the meantime, I suspect this is what I was referring to:
using UnityEngine;using System.Collections;using AC;public class HoldToShowInteraction : MonoBehaviour{ …
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It's automatic - at least so far as the needs of the template go.
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It's the GameObject that contains the InputField component - nothing to do with AC or elements, it's all Unity UI.
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Good point about the de-focusing, I didn't…
I can't think why some would and not others, but I haven't looked properly into the Addressable system yet.
If you'd like to create a cut-down version of your project that demonstrates the issue, and the way you're making use of Addressables, I may…