Thanks, that's clearer.
Things as you've described are how they should be. The default cursor in "Choose Interaction Then Hotspot" mode is not a "use" cursor, so if 'single-use interactions' is disabled for a Hotspot then the c…
Thanks, I see the issue.
I'll address this officially in the next update, but in the meantime go to the AdventureCreator/Graphics/Texture folder, select all the "window" textures, disable sRGB (Color Texture) in their Inspectors and click…
Welcome to the community, @danthat.
I'd advise caution when tampering with the subScenes variable, as it's AC's way of keeping track of what additional scenes are open - and is necessary to successfully their loading when handling save game files.
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That would have been my first suggestion as well, but coding isn't necessary - the Menu: Change state Action can be used to control the locked state of Menus.
1. I'll look into allowing the "Alternative input button" field showing for the special case of single-slot hotspot-based inventory elements, but in the meantime this can be done by creating an "invisible" button that runs an Act…
Sorry, I'm really not clear on what you mean. Please provide screenshots of your Settings and Cursor Managers, as well as shots of what you're referring to in-game.
You can't prevent AC Menus from being clickable once they're displayed, but you could do it if your Menus were drawn with Unity UI. Attaching a "Canvas Group" component to a root Canvas gives you an "Interactable" checkbox - a s…
Yes, you're going to have to show that as well.
Is there a need for the bottom to strictly be an inventory? Bear in mind that the Inventory: Select Action can be used to manually select items, so its possible that you could "fake" an inv…
The game's resolution is independent of the size of your graphics in Unity units. Just increase your Pixels Per Unit values and you should find much better behaviour.
Definitely a risky idea!
But in my own tests, AC recognises the player - which you can check yourself by ticking List active ActionLists in Game window? at the bottom of the Settings Manager. In the current release, that will also list the active …
What size is your Player compared with the 2D Demo's player, Brain? Try dragging one of Brain's sprites into the scene - is he much larger than your own?
Unity assumes a scale of 1 meter = 1 Unity unit, so your game should try to match that. Brai…
No worries - I found the issue.
It's actually an incredibly complex problem. I'll be able to fix the "empty slots" being added on in front of the bottom inventory, but you'll also need to make sure that any items that appear there (the 2…
You haven't posted the code, but if it's not working with AC's Actions then you'd need to rewrite it in C#. Adapting from one to the other isn't generally that tricky - how complex are the scripts?
You can lock a Menu to prevent it from turning on even when it's "Appear type" condition is met. This can be done either through the Menu: Change state Action, or through code:
AC.PlayerMenus.GetMenuWithName ("Pause").isLocked …
A confirm box can be added just like any other Menu, with two Buttons to allow for a Yes/No choice. When given an Appear type of Manual, you can then use the Menu: Change state Action to turn it on as part of your original Menu Button's ActionList.