By how much is this affected by Rewired? So long as your Input method is set to Keyboard And Controller, relying on the "first selected" properties within the Menu Manager should be enough to assume direct control.
Also bear in mind that …
The ability for custom translatables isn't an easy change. However, if you can come back with a more clear description of what you'd require from it, I'll give it some thought.
Have you considered Dialogue System, which integrates well with AC and …
It doesn't matter which scene its run from - it can be an entirely fresh one just for this purpose. It's only to be run once from the Editor - not when your game is actually running.
See the "Manual association" part of the Manual's "…
The dialogue text doesn't show? What if you don't run the Sound: Play Action? Is the "FishRopeTricks4188" object the same AudioSource as that used by the "FishermanRopeTricks" NPC?
In AC terminology, a Conversation refers to the moment a Conversation logic object has its options displayed on-screen. This is not the same as the Subtitles, or the moment that a character speaks.
When your game is mid-way through a gameplay-block…
You're showing calls to methods on custom scripts that we have no way of commenting on. If the Hotspot is being blocked somehow, make sure that your cursor's layer is on Ignore Raycast, and that you're rotating a child object so as not to interfere…
You can run it once in an empty scene - it just needs the scene starting itself to run.
It should work for whatever your hierarchy is - it'll look for what the "automatic" file should be, then assign it manually. Afterwards, check that th…
It's for selecting it so far as Unity's EventSystem is aware - which should be highlighting.
When using a Unity UI-based menu, the highlighting is handled completely within Unity UI - it's not covered by AC.
Update: I've been through the wiki script and have added a variant for Post Processing Stack v2. It won't work when imported as a package due to the error already mentioned, but should be OK when downloaded via the Github page.
Setting aside Cinemachine for the moment, then, a custom script is necessary to transfer DOF values from GameCameras to the MainCamera. This is due to the multitude of ways they can be used - with multiple PostProcessing versions and DOF assets out…
The PlayerMenus script includes a method to force-select a given UI GameObject:
AC.KickStarter.playerMenus.SelectUIElement (gameObject);
Whether that works or not is down to Unity, but it's worth a try.
Resources audio files are pulled in directly via their expected filepath/filename - as opposed to being searched for - so their folder placement is for management convenience only. Further subfolders won't affect performance times.
Backing up first…
Welcome to the community, @NeoX.
What are your AC and Unity version numbers?
1) By "Dialogues", do you mean when an AC Conversation's dialogue options are displayed on-screen. This is becoming possible via the new Allow regular gameplay…
Welcome to the community, @FancyFerret.
When you mention your main camera with the DOF setting, what exactly are you referring to? The AC MainCamera? The CM Brain? There's a couple of approaches you can take to integrating CM with AC - what's yo…