Yes, I'm using a custom script:
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(Button))]
[RequireComponent(typeof(Image))]
[RequireComponent(typeof(RectTransform))]
public class HandleInventoryInt…
My settings manager: https://prnt.sc/QFWigmBKsnXn
My interaction with hotspots is simple:
* I create a Hotspot 2D with an interaction.
* The player can use an inventory item when within the hotspot's boundary.
It works fine when I uncheck "Pa…
Just to clarify, I'm trying to use my inventory menu while the "Pauses game" option is checked. Everything seems to be working fine, except when trying to use an inventory item on a hotspot—nothing happens.
I figured out the problem. The prefab CG image I created for my Timeline had a Unity UI Event System, which interfered with the cursor controls. After deleting it, the issue was resolved. Thank you, Chris
I did use Engine: Manage systems to allow for direct navigation, however I still can't use Inventory items in the game. Can you elaborate more on this please?
Another inventory issue I forgot to mention: numbers appear next to each inventory item. I've checked everything, but I still can't remove them. https://prnt.sc/xJvxKmkiwOlc
Two menus are affected by the mouse cursor: the Pause menu (activated by pressing Esc) and the Inventory menu.
* I don't see the cursor on screen at all. However, when I move it randomly, I can tell it's active because it highlights UI elements and…
Yes, I'm referring to the the system cursor and it does this occur in builds as well. My Input method is Keyboard Or Controller https://prnt.sc/wSrqalr1JH34
I unchecked "Pauses game" and set the action to constrain the player's movement, and it worked. However, now my inventory requires me to press E twice to use items.
Before, when "Pauses game" was checked, I only needed to press …
Yes, my inventory menu pause the game https://prnt.sc/LgM8VIkKUuIb
Directly navigate when paused? is already ticked https://prnt.sc/WMUaWriS1Kjv
I'm having another inventory issue, if I keep "Pauses game" option ticked off, inventory item…
Thank you, Chris. Your solution is perfect! I created a Canvas and linked it to the Timeline, and everything worked nicely.
However, when the cutscene ends and I stop it using Engine: Control Timeline / Stop, the Canvas remains active in the scene.…
Hi Chris,
Apparently, my solution is not stable, and calling image elements is causing them to appear randomly. Could you elaborate on the timeline solution you suggested? I'm trying to provide background art during certain story sequences
Hey Chris, I fixed it by calling Menu:select first then followed by another action Menu: element select. That's somehow worked and called the element of the menu.
Hey Chris,
The image is displayed in a separate Menu called "CG" and it's using AC as their source.
I'm using Unity 6 and AC v1.82.1.
Menu: https://prnt.sc/r5imyXWSvMwI
Actionlist: https://prnt.sc/glD9AzVcOnu8
What if I create two separate tutorial menus—one for the keyboard and one for the controller—and use a custom script to automatically detect the connected input device?