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ChrisIceBox

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ChrisIceBox
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  • Icons can be defined for each option within the Conversation Inspector, but it's up to the Conversation menu to display them.  In the Menu Manager, find your Conversation menu, the DialogList element within that, and set the Display type from Text O…
  • Welcome to the community, @Unknown_Studio. I'm afraid we'll need to see some screenshots showing your setup, as I can only speculate without knowing more detail.  If the below doesn't help, please post some images of your Hotspot's Inspector, Setti…
  • When switching to Unity UI, you're referring to "Unity Ui Prefab"?  The prefab should never be left in the scene in that case. What are your AC and Unity versions?  I shall attempt a recreation.
  • Welcome to the community, @ParamirNixon. I'm afraid there's no image of the house appearing for me, but I think I understand. Generally performance isn't tied to the scale of the scene unless you're talking about very large (or very small) numbers…
  • You can always prefix the Sound: Play Action with an Engine: Wait to delay it.  You can also invoke an ActionList at any time manually by calling its Interact() method. For greater control with respect to animation syncing, you could rely on Animat…
  • When are you running the ActionList?  If you've already checked the Auto-select first visible element? it should not be necessary - only if you want it to change based on a previous menu option (e.g. When entering "Pause" from "Option…
  • How are you interacting with Hotspots once selected?  With the mouse cursor or via keyboard presses? The Hotspot Detector doesn't account for where Hotspots are in relation to anything else - if a Hotspot enters its trigger boundary, it'll be consi…
  • When Unity UI menus are turned on and off, their root GameObject is enabled/disabled - as opposed to added to or removed from the scene.  It may be that this behaviour is not compatible with an AudioSource's Play On Awake option. The best way to pl…
  • This can be done by linking any such variable to options data, which is a feature of Global Variables. See the "Options data" chapter of the Manual as well as this tutorial - essentially this method allows a given variable's value to be l…
  • You still haven't mentioned your AC and Unity version numbers. I will need to see your scene for myself.  Please upgrade to the latest release if not already, and if it still doesn't work, PM me a .unitypackage file of the scene and asset, along wi…
  • You need to define an element to select first in the Menu Manager, and - if the Menu does not pause the game - allow direct-navigation during gameplay using the Engine: Manage systems Action. Full details can be found in the "Navigating menus …
  • Correct for the moment, but I've reproduced the error you reported above and will address it in the next update.  Moving to a Hotspot Marker with no NavMesh will then cause the player to move directly (i.e. without pathfinding) along with a warning …
  • * I forgot to say because I used your original settings and simply renamed them, updates always try wipe them out so I always untick the settings stuff, so maybe theyre out of date? As in, the Settings Manager?  You must use the New Game Wizard t…
  • Can't think why that would occur.  There are some tests you can run to help find the cause, though: * Does your character have a Rigidbody attached?  If so, temporarily remove it.  you can do this with a separate "test" character by droppi…
  • And what's the ID number of the Default Sound?  If you modified it inadvertently, try re-importing the original prefab again.
  • * Again, what about the Console? * What ActionLists are you referring to, and when are they called?  Any screenshots you can share will help to understand the issue. * Does the problem also occur in builds? * If you switch your Menu Manager asset fi…
  • You mean your player is moving to the PlayerStart?  Please give more detail, it's not something I can give advice for without knowing more. If you move the PlayerStart in between starting the scene and displaying the menu, does the player snap back…
  • I am thinking I may confuse myself if all 150 different interaction elements are inside the Interaction Elements list under the Interaction Menu...is my understanding correct? If by "choice" you mean each Hotspot has unique verbs, then ye…
  • It's not present because it there would be knock-on issues with the save system, but it's definitely possible through custom Actions or custom scripts. See the "Menu scripting" chapter of the Manual for more on accessing menu elements thr…
  • I'll need to know your AC version number to debug error messages. Also, what is your pathfinding method set to?  Is your default NavMesh assigned in the Scene Manager, if the method requires one?
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