If you convert the Interaction to an Asset File (via the cog icon in the Interaction Inspector), does it still not work as an asset? If not, PM it to me and I'll look at it.
When looking for code that does the same thing as Actions already do, you can usually luck out by opening the Action files - in this case, ActionPlayerCheck and ActionPlayerSwitch.
Each Player has an ID number, which relates to their listing in the…
The forum software was recently upgraded for security. Previously the forum relied on Google search, which I haven't yet gotten around to re-implementing. I'll be looking into it.
You can use the standard Sound: Play Action to play music, so long as the Sound object they play have their Sound type set to Music. All Sound components have a Play while game paused? option.
It's recommended to rely on the Music Storage method w…
@radiantboy: Please elaborate on both issues in a new thread. The "DistantHotspots" layer was introduced v1.56b but is optional under "Hotspot settings".
The "Alternative input button" element property will cause the effects of clicking it to be made manually so far as AC goes.
The value the Toggle is linked to will change, and the Toggle itself will update with the new c…
You could feasibly do it with an Update() check, but the neater approach is to use the events I mentioned above, since you can use them to only run code at the time you need it to.
A tutorial on custom events can be found here.
Opening a link isn't something done by AC, but is instead done through Unity's own OpenURL method:
https://docs.unity3d.com/ScriptReference/Application.OpenURL.html
This can be placed inside a function within a custom script, e.g.:
public void Op…
Actionlist that will play what? I'm not sure what it is you're trying to do here - what Actions are you trying to parameterise, and which fields exactly?
Sorry, you're going to have to reword that - what mouse icon do you mean? As we're dealing with icons and visuals, any screenshots you can post to explain things would help me understand better.
I have - don't worry. It is indeed reset, I'd forgotten but AC needs to "snap" the camera's orientation when saving so that it is restored correctly when loading.
I should be able to mask it, provided that the ActionList that does the sa…
Is this in the Editor, builds, or both? And on what platform?
Can't say off the top of my head, but I'll try to recreate it. It would also be worth you testing it in a duplicate project that's updated to the latest AC, as v1.61.0 made a few perfo…
Creating a separate Interaction menu for each Hotspot should not be necessary. Interaction menus are dynamic - by default, they'll only show icons mapped to interactions available on the Hotspot. Again, see the 2D Demo - the interface is simple, b…
The custom code to set the boolean value is fine, but it's almost certainly switching the scenes with custom script (though the image link is giving me a 404 error).
When the Scene: Switch Action is called, AC will save the scene (among a few other…
Welcome to the community, @Chicky!
Indeed, when AC places logic objects down in the scene, they're all instances of their original prefabs - so it's important to not apply any changes you make back to the source. These prefabs will also get overwr…
Anything appearing in the Console?
At the bottom of the Settings Manager, check List active ActionLists in Game window?. That should give a clue as to what's going on - what does it say when the problem occurs?
To avoid serious headache, always rely on Unity UI as the Source for any menu you want to animate. That way, you can rely on Unity's own Animator system and do it all with components.
Unity's Button component has the option to rely on animation-ba…
Yeah, this is pretty complex - it involves changes to not just Containers, but also the Crafting and general Inventory systems. I agree that this should be a feature, however - I may send you a package to test.