AC does now support Unity UI position-limiting under certain conditions.
What's your Menu's Position type? Without the script, have you checked Always fit within screen? and defined your RectTransform boundary?
The screenshot is not complete - it cuts off before we can see the complete "Hotspot settings". However, I'll assume you've got Hotspots in vicinity set to Nearest Only.
Please also answer my question - the Highlight effect should kick in…
Which NPC in the screenshot is actually the one speaking?
So to be clear: this only occurs if it's not the first time the character has appeared in a scene? If this same Cutscene is played immediately when the game begins, does the subtitle play co…
I'm not totally clear, no. You mean reading an inventory item's properties as you would with the Variable: Check Action? Which item would that be? An item you choose in the Action, the selected one?
Again, any such behaviour can be achieved via …
Without a mockup screenshots, I'm not clear on what layout you're actually after, but know that the "Adventure Creator" menu Source option is relatively basic - and is best used for rapid-prototyping and testing. For "final" UI …
It depends on a few things. What is your player's animation engine, and how are you triggering the custom animation, exactly? If you can post screenshots of the relevant Player Inspector / ActionList / Animator, that will help in understanding.
An ActionList will place the game in "cutscene" mode if its When running field is set to Block Gameplay. To have it not interfere with the game state, set this to Run In Background instead.
More details can be found in the "Backgroun…
If the ActionList itself has its When running field set to Block Gameplay, then the game will place itself in "Cutscene" mode for its duration.
The game state can be displayed at any time via the Show 'AC status' box field at the bottom of…
OK - but what's your "Hotspot detection method"? "Player Vicinity"? It'd probably be easiest to just see a screenshot of your full Settings Manager.
The wiki script allows for simultaneous labels, but can equally work with jus…
@SFG: The convenience of assigning the Demo Managers a via toolbar link wasn't in the earliest release, but the need to rely on separate Manager assets for each game has always been the case.
There's no detail for me to go on, but running a Deep Profile should reveal some information.
Also be mindful of the tips given in the Manual's "Performance and optimisation" chapter, particuarly #3.
You don't want to use the New Game Wizard for each scene, no - that will create a separate set of Managers, and your first set will need to be shared for your whole game.
When you complete the New Game Wizard, it'll ask you if you want it to initia…
Welcome to the community, @davidy13.
You say that Pause doesn't seem to work, but haven't described in what way. Once an ActionList has been paused, it can only be resumed by calling:
AC.KickStarter.actionListManager.Resume (myActionList);
Howev…
Welcome to the community, @kokokringle.
Indeed, an Appear type of During Gameplay will have a menu display whenever the player is in control. You can have it disable even during this time by using the Menu: Change state Action to lock it.
The bag's…
I suspect that this occurs when the player switches scene while their sprite is offset to correct the display order. Upon switching scene, the "originalOffset" is set again - meaning it then takes a non-zero magnitude.
I'll PM you an upda…
Fixed for the next release. In the meantime, you can patch it manually by opening PlayerCursor.cs, and replacing line 873:
if (selectedCursor >= KickStarter.cursorManager.cursorIcons.Count)
with:
if (newSelectedCursor >= KickStarter.cursorMan…
OK. So this is because your main Inventory pauses the game - and it's actually hard-coded to close all "pause" menus when items are combined.
This was introduced in a (very) old release to allow for inventory menus that pause the game - b…
* ProBuilder, ProGrid and Poly Brush assets which are ideal for quick prototyping levels
This. PB and PG especially make things massively easier to block out scenes now.