The ItemSetLabel script assumes that your Verbs menu contains an InventoryBox element named Inventory. You can amend the "Verbs" string to have it be expected in another if necessary via the script's Start function.
Are you using Unity UI or Adventure Creator for the Menu's Source property?
How is it that you wish to control it? By using an on-screen cursor, or by directly controlling the slider (i.e. left/right keys)? Are you able to control the "Langu…
A click for what, point-and-click movement or interaction? If movement, the floor collider will have to be on the NavMesh layer to detect clicks.
Is there a Menu or other Collider in the scene blocking it? Try enabling Gizmos in the Game window t…
You should be able to get help with this on the general Unity forums. This isn't specifically related to AC, but just involves tweaking of the non-AC script you already have.
However, I will look to see what's possible on the AC side of things to …
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You can use Variable tokens to set the names of your Buttons. Create a new Globl String variable named e.g. "LoadButton" and set its value to "Load". Note the Replacement token value, and set that as the Button menu ele…
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You can try using the Menu: Change state Action in your Save menu's ActionList on turn off? to instantly turn the menu off.
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It won't close unless you tell it to, and the transition speed should be set to match the duration of your a…
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Being able to disable the effect after a couple of frames is why I suggested using Unity UI - it's uses are beyond being able to interpolate.
To detect clicks not over Hotspots, you can use:
if (Input.GetMouseButtonDown (0) && Kick…
What's your AC version? I've tried my best to have AC's save system account for the changes made to Unity's prefab system, but it's possible that some loose threads remain.
Can you please share a detailed list of steps to reproduce the issue? I w…
Welcome to the community, @Tokay.
A character can be assigned a portrait graphic via the bottom of their Inspector. You can also check Use expressions? to define a list of expressions they can display.
To show this graphic when a character speaks…
The next AC update will allow the optional use of AssetBundles, as opposed to Resources folders, to automatically playback speech audio - this should help with performance times.
So the same ActionList asset runs correctly when referenced from another scene?
If you run the scene without using Addressables, does it then work? Scenes must be added in using the provided AC Actions.
The performance impact of a single UI Canvas will be minimal - I wouldn't worry about the resources saving here, to be honest.
If you rely on the auto-playing of transition animations, however, the Canvas will be turned off automatically after the …
As shaders/materials are not my forte, the Highlight effect is about as complex as I can manage - it works by simply brightening the Material's "color" property values.
For a shader that doesn't use this, or to apply different effects to …
You can use the [hold] text token in your speech to "move on" to the next Action but retain the speech on-screen until you force it off with Dialogue: Stop speech.
For more, see the Manual's "Text tokens" chapter.
This'll occur if you don't have a MainCamera, or your MainCamera is not attached to a GameCamera. The next update will remove this error in these circumstances.