@oliroberts: As a new poster, please PM me your purchase invoice number if you would like to be involved. However, the release will be out officially before long.
The intended way to do this is to create separate Icons for each verb, and then select those specific verbs in the Hotspot Inspector.
Though they might share the same "use" icon, you'd then have separate "Turn On" and "Turn …
So far as I can recall - but that was for a much older version of Unity.
Please be specific about your Unity version - with patch/beta releases etc, "latest" can take multiple meanings.
What's your Menu's Source set to? If set to Unity Ui…
Indeed - for a two-page system, the script would need to be adapted to affect two MenuGraphic elements. It can be done, but I'd recommend getting it working for just one first, as you are now.
Is the one image that is showing being set by the scrip…
I don't imagine that'd be a commonly-used feature by wider users, as it sounds quite specific to your game.
However, all Manager fields can be changed at runtime - including the Cursor Manager's Display cursor setting. To access it's API reference,…
Since you're dealing with a custom Action, it's not clear if this is an issue with the ActionList/parameters, or with the code in your Action.
To debug parameter values at runtime, insert an ActionList: Comment Action and use the [param:X] token to …
AC's way of checking if an "animation has completed" is to see if it's played 98% of it. It's not perfect, but it's traditionally very tricky to actually read Unity's Animator through script - and the results can vary, as you've seen.
If…
A Menu will still be bound by it's "Appear type" rule, so not if the mouse isn't over it.
What you can do, however, is change this field at runtime to Manual temporarily. Any Manager field can be accessed via script - and its API referenc…
According to Unity, an updated game can still access old files written to the PersistentDataPath, which is where AC stores its save game files.
Unless you remove/replace Variables, Inventory etc as part of the patch you should be fine. On the matte…
@armaan:
Be sure to check the Console window for errors that point you to the source of the issue.
1) The script reads the current "page number" from the Journal element named "PageText". I'm guessing that your own Menu has thi…
So those Menu: Change state Actions have no effect?
The only instance in which I can recreate this kind of issue is if you open a Menu in the scene's "OnStart" cutscene. A fix is available in the beta test, if you'd like to try it.
Otherw…
Aside from accessing the Hotspot component to actually trigger the interaction, I don't see a big need to involve AC with the collision aspect.
Unity already provides methods to retrieve data about a collision:https://docs.unity3d.com/ScriptReferenc…
Please see the Manual's "Character movement" chapter, which covers the two ways in which characters can move - either dynamically pathfinding to a particular point, or walking along a pre-set Paths object made in the scene.
It's covered in the tutorial: use the Player: Switch Action to switch player. If you check Restore position? (which you generally should), you can then specify where the new player will be when switching for the first time. This can be a new scene.
@pxdn: Only as a per-label option via this wiki script. The v1.65 update will allow you to replace all Text fields with TextMeshProUGUI fields via a Scripting Define Symbol.
@KevRev: PM sent.
See the Manual's "Player switching" chapter for details on how to switch between two player characters. An option to have each player carry a separate set of inventory items can be found in the Settings Manager.
A tutorial on player-switc…