You'll have to modify the script to suit your own needs. This is nothing to do with the "Only show if carrying" option - it just enables/diables a single option according to how many of an item you have.
A Menu can be locked to prevent it from turning on when its "Appear type" condition is met - this can be done with the Menu: Change state Action or through script. Right-click the Start game locked off? property label to get an API refere…
Sorry, but we'll need more than that to address it - there's nothing here that indicates what it might be.
Are you able to recreate it yourself? On what platforms are people encountering the issue?
Unity has error logs that are saved to people's PC…
1. Multiple interaction types can be enabled by using Choose Hotspot Then Interaction mode. As part of the Interaction menu that appears when selecting a Hotspot (as seen in the 2D Demo), you can map inputs to specific interaction icons within the …
Having trouble recreating this. How about the variable itself? If you bring up the realtime value of it in the Variables Manager, is it being correctly changed by both toggles?
Is it linked to anything, e.g. Options Data? If so, does it sync if y…
To fix, try opening PlayerInteraction.cs and find the UpdateInventory method.
There, replace "IsMouseOverInventory" with "IsEventSystemSelectingObject".
Again: Screens of the Menu's ActionList on turn on.
It appears to be turning on twice. Don't crop your sceenshots - what else is going on in the ActionList that turns the Menu on, or running separately at the time?
Right, and how do you get to the Options menu? I'm assuming that these are based off the default Menus, so that the Pause menu has a Button that crossfades to Options.
Again, I'll need your AC and Unity versions as well.
I don't know your reasons for it, but personally I'd lay out each prefab next to one another within the scene itself and then just cut to a different camera to show each view.
The issue is that you aren't instructing AC that the state of the objects…
ResumeLastPath assumes that the character is idle - and just resumes going wherever it was when last moving. If you have the character move mid-way along, that will become its new new "last path".
The Char script does include a SetPath me…