When walking to a Marker, the game will wait until the player has reached their desination and then run the interaction. It's nothing to do with timing, just the assumption that they're ready to run the interaction once they've stopped moving.
If …
Your English is fine, don't worry about that.
I've recreated the bug - SimpleCameras indeed aren't being listed in the Scene Manager. Are any other prefab types not showing, or just that one?
This is for a 2D game?
If your single "active" NavMesh has additional Polygon Collider components attached as children, then they'll be included in pathfinding calculations. They'll be treated as isolated, however, so a character can't t…
Is the mouse cursor over the Menu when it turns on? Button and DialogList elements have a "Change cursor when over?" option - are you using those? If not and it doesn't pause the game, it really shouldn't be affecting the cursor at all.
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Apologies, but I've found that there is also another reference that must be changed. To move AC to a custom directory, do the following:
1) Create the new folder and move AC to it
2) In Resource.cs, modify the "mainFolderPath" variable t…
Support for those platforms cannot be added officially because I am without the devkits. However, the key issue for saving to those platforms is that of handling save files, because they have their own requirements regarding where save files are st…
It was added in v1.60 - look for the Double-click movement popup field under Movement settings in the Settings Manager. Note that this displays only when the Movement method is set to Point And Click.
Thank you, but I was asking for the Button's Inspector so that I can recreate your method of animating the interactibility colours.
It might be easier to just create a .unitypackage of your Managers, your UI asset files (with UI graphic files), pla…
Clicking on the link you posted works fine for me - it could be your browser. Try it in e.g. Firefox, and right-clicking to choose "Save as", as opposed to just left-clicking.
The demo game's character, Tin Pot, is also equipped with a H…
The "Disable object" option sounds like it's working as intended. I'll try to recreate your issue with the "Disable interactibility" option - could you share a screenshot of one of the Interaction element's Unity UI Button Inspe…
So it only happens for this Menu and not others? Is the Menu set to pause the game when enabled? It may help to see a screenshot of your Cursor Manager, as well as the properties of the Menu in the Menu Manager.
What happens if you assign the Dem…
Welcome to the community, @JulianRoeth.
When dealing with Unity UI-based Menus, all styling options e.g. font size, colour etc, are left to the UI canvas that gets supplied - as opposed to any field in your Managers. The intention with the Unity U…
So what affect did changing the "When visible" field have? Since it's Unity UI, you can still animate e.g. the colour of your labels to have zero alpha when the button is disabled - that's all done though the UI component Inspectors.
I've updated the wiki script to include a "minimum distance" parameter for your Interaction menu. As I was saying before, you can tailor these scripts to suit your needs.
If there's an issue with the UI canvas, does it display as normal,…
Again this is something that all projects have to contend with, and can't say how much AC itself is contributing to it. I can't promise success but if you really are all out of ideas, then yes - PM me your project.
Could you share an image of what you currently have as well? I need to see a clear difference between what you have vs what you want. Your original question was just about hiding the text, but now it seems like you want the actual Interaction elem…
And there's a separate Multi Hotspot Label / Highlight pair of components for each Hotspot? When it is working, is it working fully (i.e. all Hotspots show their labels)?
When you say "Adventure Creator UI", do you mean the default Unity…
It does exactly that for me, but I'm using AC's Active Input system and not PlayMaker.
Try using Active Inputs if you're not already, and if you still have an issue, post the ActionLists involved so we can see what's missing.