You want to hook into the OnMenuTurnOn / OnMenuTurnOff custom events, which are fired when any menu turns on and off respectively. The events incorporate the Menu as a parameter, meaning you can read it's title field to determine if it's the "…
Welcome to the community, @MichelVictor.
To be clear, you're looking to have both the Subtitles and Conversation menus displayed simultaneously?
To do that, you just need to end your question "speech" with the [hold] token, which causes it…
Welcome to the community, @calli.
Normally, the AC MainCamera is the only one that actually performs any rendering - the GameCameras are there for reference, which tell the MainCamera where to position itself. See the Manual's "Cameras overview…
@jamesfootlight: Your menu's Position and Size settings are such that it'll be positioned underneath their "target". Look at the Menu in Preview mode - you should see that the icon in the centre of the screen is above the top of the Menu.…
You're correct in that ActionLists do not survive scene changes.
What isn't clear to me is what you're looking to do - when the player is outside of the scene, should the timer continue - or simply resume when the player re-enters it?
A possible way…
What is it you're trying to achieve? I don't want to classify that as the cause of your issue prematurely. Please describe in more detail the core thing you're trying to achieve.
Separately, know that the GameState can be displayed at any time in …
Again: What cursor is actually showing? If you have no Cutscene cursor - is the main cursor showing, or is none showing due to a Cutscene running at the time?
Assign a Cutscene cursor - what happens then?
@kloot: Each of AC's default Menus have a "Unity UI" equivalent provided - just change the Source option to Unity Ui Prefab and you'll have access to it, which you can modify to suit.
A tutorial on switching to Unity UI from scratch can be…
Both what - Source options? They use two completely different methods to display text, so the issues would then likely be coincidental.
Are you relying on speech scrolling?
I'll see if I can recreate the issue with AC, but it's far more recommended…
You must enable Allow regular gameplay during Conversations?, and then add ActionLists when turn on/off to your Conversation menu to lock/unlock player movement and interaction when it's displayed.
This can be done with a pair of Engine: Manage syst…
There's no need to modify AC's scripts to allow for it - it can all be done within the same custom script to allow for a per-Hotspot, per-item option.
You don't need to read the hotspot's own list of items, just the item that the player currently ha…
The Actions don't show the full logic - most of them are collapsed, so I can't see why you're using e.g. a Scene: Check Action.
Perhaps if you posted the link to the forum thread where you got the idea.
Welcome to the community, @sheffrey.
This'll depend what method you're displaying the Menu with essentially the Source option within the Menu's list of properties in the Menu Manager.
The recommended setting is Unity Ui Prefab, which causes it to re…
Update: I knew this was around here somewhere. Someone had previously asked how to enforce a camera constraint regardless of the aspect ratio.
Though enforcing the ratio as above should solve it, see this wiki script if interested:
https://adventu…
Welcome to the community, @jshipman.
First of all, what version of AC are you using?
This sounds like a case of the scene logic being dependent on the aspect ratio of your Game window - coupled with the fact that a WebGL build requires the ratio to …
Indeed - the state of the camera is saved per-player for the reason @KevRev states. Normally, switching player would be a case of making a separate character on-screen playable (swapping them with a visually-similar NPC).
I agree, however, that thi…