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        <title>Engine development — Adventure Creator forum</title>
        <link>https://adventurecreator.org/forum/</link>
        <pubDate>Mon, 13 Apr 2026 05:05:43 +0000</pubDate>
        <language>en</language>
            <description>Engine development — Adventure Creator forum</description>
    <atom:link href="https://adventurecreator.org/forum/categories/engine-development/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Making a wall button switch / switching sprites</title>
        <link>https://adventurecreator.org/forum/discussion/16719/making-a-wall-button-switch-switching-sprites</link>
        <pubDate>Tue, 10 Mar 2026 06:38:06 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Refrigerator747</dc:creator>
        <guid isPermaLink="false">16719@/forum/discussions</guid>
        <description><![CDATA[<p>I'm trying to make a switch on a wall that changes visually (to a different sprite) as the player interacts with it.</p>

<p>I can't find a way in the ActionList Editor to switch which sprite an Object or Hotspot is using, but perhaps I'm not looking in the right place?</p>

<p>I've seen posts mention using an animation for something similar, but this object (and many others) literally only has the 'on' and 'off' sprite, so creating the whole animation workflow every time an object changes seems a bit overkill?</p>

<p>Or am I missing a much simpler process for this?</p>
]]>
        </description>
    </item>
    <item>
        <title>Feature request: A Simpler way of adding variable output in UnityUI Text</title>
        <link>https://adventurecreator.org/forum/discussion/16661/feature-request-a-simpler-way-of-adding-variable-output-in-unityui-text</link>
        <pubDate>Sat, 14 Feb 2026 01:28:14 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>juanmaguerrero</dc:creator>
        <guid isPermaLink="false">16661@/forum/discussions</guid>
        <description><![CDATA[<p>Hello! I can't praise AC enough, it is such an amazing piece of software.</p>

<p>I would love to have an extra feature, tough.</p>

<p>Every time I need to display text coming from a variable value (for instance, a little disclaimer text, splash screen texts, end credits, and a long etc. that I need to show in the correct language), as far as I know, I need to use AC Menus to accomplish that.</p>

<p>The downside of it is that I have to create menus for that, then link to the Unity UI text that was already created, and then I need to manually set an actionlist to show/hide the new menu for instance in the scene I'm including the UI Text element.</p>

<p>I really think there could be a simpler way of doing that, maybe just by adding a "AC component" into the Text element? Or something that let us create a text box in a scene and have the ability to display values coming from variables.</p>

<p>I hope it makes sense. Thanks a lot for all the support!</p>
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        </description>
    </item>
    <item>
        <title>Events Editor: Parameter Disappears When Renaming Auto-Generated ActionList</title>
        <link>https://adventurecreator.org/forum/discussion/16658/events-editor-parameter-disappears-when-renaming-auto-generated-actionlist</link>
        <pubDate>Wed, 11 Feb 2026 04:48:41 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>acai</dc:creator>
        <guid isPermaLink="false">16658@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I encountered a strange behavior while creating <strong>Events Editor</strong> → <strong>Speech: Start</strong> (and <strong>Stop</strong>).</p>

<p>Whenever I click the "<strong>+</strong>" button to create an ActionList and then try to rename the auto-generated ActionList, the parameter disappears.</p>

<p>Here is a link to a short video showing the issue:<br />
<a rel="nofollow" href="https://drive.google.com/file/d/1DsyXTqgWVXtYmHdBbppWRUON233RdV9W/view?usp=sharing" title="https://drive.google.com/file/d/1DsyXTqgWVXtYmHdBbppWRUON233RdV9W/view?usp=sharing">https://drive.google.com/file/d/1DsyXTqgWVXtYmHdBbppWRUON233RdV9W/view?usp=sharing<br />
</a></p>

<p>I may be missing something on my end, but if this is a bug, I hope this helps.</p>
]]>
        </description>
    </item>
    <item>
        <title>Automatic size issue</title>
        <link>https://adventurecreator.org/forum/discussion/16651/automatic-size-issue</link>
        <pubDate>Sun, 08 Feb 2026 09:28:14 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>TaleHammer</dc:creator>
        <guid isPermaLink="false">16651@/forum/discussions</guid>
        <description><![CDATA[<p>I'm pulling the names for the buttons on the bottom from variables, but they don't resize correctly. If I set the hotspot menu to resize on every frame, it works but as the note says, may be cpu intensive, and the issue shows only in this one menu.</p>

<p>The buttons at the bottom have no other purpose but to show the names of the ingredients. The buttons on the top change the ingredients &amp; variables.</p>

<p>Unity v.6000.3.7f1<br />
AC v.1.85.5</p>

<p><img src="https://i.imgur.com/Ziq6TbY.png" alt="" title="" /></p>
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        </description>
    </item>
    <item>
        <title>Some Menu Elements not changing translation?</title>
        <link>https://adventurecreator.org/forum/discussion/16576/some-menu-elements-not-changing-translation</link>
        <pubDate>Sat, 31 Jan 2026 21:54:21 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>jamesfootlight</dc:creator>
        <guid isPermaLink="false">16576@/forum/discussions</guid>
        <description><![CDATA[<p>I have entered my translations and they work perfectly and all appear in the speech manager, apart from a few menu elements that do not change their text, even though their translations appear to be in the speech manager. I have attached screenshots as I cannot understand why they are not updating?</p>

<p><a href="https://www.dropbox.com/scl/fo/hg48onm6kgj0tgdm8x3mo/AMQhsIFpPQ92m7puRBJvtWg?rlkey=hskym40spl4by0cx6w5n2j6t2&amp;st=4b2z7am2&amp;dl=0" rel="nofollow">https://www.dropbox.com/scl/fo/hg48onm6kgj0tgdm8x3mo/AMQhsIFpPQ92m7puRBJvtWg?rlkey=hskym40spl4by0cx6w5n2j6t2&amp;st=4b2z7am2&amp;dl=0</a></p>
]]>
        </description>
    </item>
    <item>
        <title>tint map tutorial: update</title>
        <link>https://adventurecreator.org/forum/discussion/6318/tint-map-tutorial-update</link>
        <pubDate>Sat, 27 May 2017 14:08:18 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>icanzilb</dc:creator>
        <guid isPermaLink="false">6318@/forum/discussions</guid>
        <description><![CDATA[In the tint map tutorial (<a rel="nofollow" href="http://www.adventurecreator.org/tutorials/working-tint-maps">http://www.adventurecreator.org/tutorials/working-tint-maps</a>) &nbsp;the instructions need a little update for the latest version of Unity:<div><br /></div><div>Instead of "Change the&nbsp;<b>Texture Type</b>&nbsp;to&nbsp;<b>Advanced</b>, and check&nbsp;<b>Read/Write Enabled</b>. The Tint map will not work with this texture unless we make these changes. Click&nbsp;<b>Apply</b>&nbsp;at the bottom."</div><div><br /></div><div>With the latest Unity it should read:</div><div><br /></div><div>&nbsp;"Unfold the&nbsp;<b>Advanced</b> pane&nbsp;,and check&nbsp;<b>Read/Write Enabled</b>. The Tint map will not work with this texture unless we make these changes. Click&nbsp;<b>Apply</b>&nbsp;at the bottom."<br /></div>]]>
        </description>
    </item>
    <item>
        <title>Character wizard bug</title>
        <link>https://adventurecreator.org/forum/discussion/16539/character-wizard-bug</link>
        <pubDate>Mon, 19 Jan 2026 22:56:30 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>TaleHammer</dc:creator>
        <guid isPermaLink="false">16539@/forum/discussions</guid>
        <description><![CDATA[<p>I'm making a game featuring a 3D world with 2D sprites for characters, and when I'm making an NPC and I set Sprites Unity as the animation engine, it still defaults to using Mecanim. This is minor but annoying when making dozens of characters.</p>

<p>What would interest me is that would there be a way to set my own defaults for the characters I make. Settings in the NPC, footsteps settings, collider size, etc.</p>

<p>Also, I liked it better before when I could just restart the NPC creation for another character, now it just closes when I'm done creating a character.</p>
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        </description>
    </item>
    <item>
        <title>Scrolling through the list of variables</title>
        <link>https://adventurecreator.org/forum/discussion/16513/scrolling-through-the-list-of-variables</link>
        <pubDate>Wed, 07 Jan 2026 15:13:00 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Simon_ASA</dc:creator>
        <guid isPermaLink="false">16513@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>This is not very important nor urgent, it's more a question for future AC updates:</p>

<p>I currently have over 120 variables in my current project. I had never had so many before. One of the issues I am facing is when I have to scroll through the list of variables in an action (ie. Variable Set or Variable Check). The list can only be scrolled with the very small arrows at the top and bottom of the window, and the scrolling speed is quite slow, which means it takes time to go to the last variable of the list.</p>

<p>I was wondering if there would be a way to optimize this? What about one of those options:</p>

<ul>
<li>giving the possibility to manually type in the name of a variable?</li>
<li>making a list that has a scrolling bar on the right?</li>
<li>giving the possibility to scroll with the mouse wheel?</li>
<li>giving the posibility to scroll with the keyboard arrow keys or keyboard scroll keys?</li>
<li>etc.</li>
</ul>

<p>Or maybe there already is a way to sort it out? Thanks for your great work on AC and for your help!</p>
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        </description>
    </item>
    <item>
        <title>UI deactivates when the pause menu is activated</title>
        <link>https://adventurecreator.org/forum/discussion/16498/ui-deactivates-when-the-pause-menu-is-activated</link>
        <pubDate>Sat, 27 Dec 2025 11:22:13 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>lisbeth</dc:creator>
        <guid isPermaLink="false">16498@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I had never noticed until now that when you are on an interface that activates by clicking on the access point with an action list with turn on and you click on the Pause menu, the interface deactivates.</p>

<p>And so, when we make a summary to return to the game, the user interface is disabled. How can I keep the enabled UIs active even if we pause the game ?</p>

<p>Because I think there's another easier way than having to add each UI manually in the pause menu to keep it enabled ?</p>

<p>Thank you for your answers. And by the way, I wish you all a happy holiday season.</p>
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        </description>
    </item>
    <item>
        <title>1.85.5 formula set parameter bug need to fix</title>
        <link>https://adventurecreator.org/forum/discussion/16502/1-85-5-formula-set-parameter-bug-need-to-fix</link>
        <pubDate>Mon, 29 Dec 2025 09:17:30 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>chichinohaha</dc:creator>
        <guid isPermaLink="false">16502@/forum/discussions</guid>
        <description><![CDATA[<p>Adventure Creator version: 1.85.5</p>

<p>Please test the newly added Formula functionality before releasing it.<br />
I had to modify your code to get it to work successfully.</p>

<p><strong>Static\Enums.cs</strong><br />
Line 120:</p>

<pre><code>public enum SetParamMethod { EnteredHere=0, Random=2, CopiedFromGlobalVariable=1, CopiedFromLocalVariable=6, CopiedFromComponentVariable=5, CopiedFromParameter=3, CopiedFromAnimator=4, Formula=7 };
</code></pre>

<p><strong>Actions\ActionParamSet.cs</strong><br />
Line 414:</p>

<pre><code>switch (_parameter.parameterType)
{
    case ParameterType.Float:
        floatValue = (float) AdvGame.CalculateFormula (runtimeFormula);
        _parameter.SetValue(floatValue);
        break;

    case ParameterType.Integer:
    case ParameterType.PopUp:
        intValue = (int) AdvGame.CalculateFormula (runtimeFormula);
        _parameter.SetValue(intValue);
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>Moveable_PickUp.cs needs to be modified when using the Input System</title>
        <link>https://adventurecreator.org/forum/discussion/16500/moveable-pickup-cs-needs-to-be-modified-when-using-the-input-system</link>
        <pubDate>Mon, 29 Dec 2025 00:56:48 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>chichinohaha</dc:creator>
        <guid isPermaLink="false">16500@/forum/discussions</guid>
        <description><![CDATA[<p>Adventure creator version:1.85.5</p>

<p>I discovered a piece of code that needs to be modified when using the Input System. In <code>Moveable_PickUp.cs</code>, line 495:</p>

<pre><code>protected new void UpdateZoom ()
{
    float zoom = Input.GetAxis ("ZoomMoveable");
</code></pre>

<p>should be changed to:</p>

<pre><code>protected new void UpdateZoom ()
{
    float zoom = KickStarter.playerInput.InputGetAxis ("ZoomMoveable");
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>Feature Request: Force saving changes made in the ActionList Editor during play mode</title>
        <link>https://adventurecreator.org/forum/discussion/16493/feature-request-force-saving-changes-made-in-the-actionlist-editor-during-play-mode</link>
        <pubDate>Thu, 25 Dec 2025 03:01:00 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>no3ry</dc:creator>
        <guid isPermaLink="false">16493@/forum/discussions</guid>
        <description><![CDATA[<p>Hi.</p>

<p>When fixing a bug in the ActionList Editor during testing, if you're in Play mode, the changes revert to their pre-fix state...</p>

<p>I thought it would be nice to have a force save feature, like dragging a prefab from the Hierarchy into the Project view.</p>

<p>I know there are many other priorities, but I would appreciate it if you could consider this.</p>
]]>
        </description>
    </item>
    <item>
        <title>Enhancements for the Objective System</title>
        <link>https://adventurecreator.org/forum/discussion/16322/enhancements-for-the-objective-system</link>
        <pubDate>Sun, 05 Oct 2025 11:40:23 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Alatriste</dc:creator>
        <guid isPermaLink="false">16322@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>The objective system works well as both a quest tracker and hint system—essential features for modern adventure games. However, I'd like to propose some improvements to enhance usability:</p>

<ol>
<li><p>Streamlined Visual Organization<br />
The current system can become cluttered as objectives accumulate. The display order should automatically follow the Menu's sorting sequence rather than relying on manual ID ordering. This would allow new objectives to be inserted without requiring manual reordering to maintain the intended display sequence. (Note: I mentioned this issue in a previous post a few weeks ago, but wanted to reiterate it here as part of these broader improvements.)</p></li>
<li><p>Toggle for Completed Objectives<br />
Add a player-accessible toggle option to show/hide completed objectives from the active list. This would give players control over UI density and help them focus on current tasks without scrolling through already-finished objectives.</p></li>
<li><p>Enhanced UI with Categorization<br />
Implement a tab-based system to separate objectives by status (e.g., "In Progress" vs. "Completed"). This would provide better organization and improved navigation, especially in games with numerous objectives. With this categorization in place, the toggle option from point <a rel="nofollow" href="https://adventurecreator.org/forum/search?Search=%232&amp;Mode=like">#2</a> may not be necessary, as completed objectives would already be isolated in their own tab.</p></li>
</ol>

<p>These changes would significantly improve the objective system's scalability and user experience as quest lists grow throughout gameplay.</p>

<p>Cheers!</p>
]]>
        </description>
    </item>
    <item>
        <title>Missing references on load or scene change</title>
        <link>https://adventurecreator.org/forum/discussion/16486/missing-references-on-load-or-scene-change</link>
        <pubDate>Sun, 21 Dec 2025 18:23:31 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>TaleHammer</dc:creator>
        <guid isPermaLink="false">16486@/forum/discussions</guid>
        <description><![CDATA[<p>I'm getting this weird issue when either loading a saved game or switching a scene. I'm using AC version 1.85.4 and Unity 6.3.2f1</p>

<p><img src="https://i.imgur.com/9JLlTG2.png" alt="" title="" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Problem Player switching</title>
        <link>https://adventurecreator.org/forum/discussion/16485/problem-player-switching</link>
        <pubDate>Sun, 21 Dec 2025 14:24:44 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>lisbeth</dc:creator>
        <guid isPermaLink="false">16485@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I have a small problem when I want to switch back to the original player which is Player 0. Player 0 is empty because I don't use a character for the main phases. It's just simple point and click without a character.</p>

<p><img src="https://i.imgur.com/OJpBSWf.png" alt="" title="" /></p>

<p><img src="https://i.imgur.com/xVeGuVj.png" alt="" title="" /></p>

<p>In player switching, I have several characters, I switch between characters by clicking on buttons on my UI depending on the character I want to use. For example, the B button to simply switch to character B (Player 1).</p>

<p>I also have a button to be able to siwtcher to the default characters so the Player 0 but the problem is that as the character in my list is empty I can't go back to this player. But since I don't want to use a player because as I said I don't want to use a character for the main phases, how do I go about going back to my Player 0 ?</p>

<p>Because even if for player 0 I add a prefab like for example a simple cube where I disabled the mesh renderer so as not to see it and add in an action list at the beginning of the level the fact of disabling the movements, the cameras are still in focus on the player.</p>

<p><img src="https://i.imgur.com/NJ9wgpn.png" alt="" title="" /></p>

<p><img src="https://i.imgur.com/y5KA629.png" alt="" title="" /></p>

<p>I would like the player 0 to be like non-existent. I don't want the camera to focus on player 0 because it's just there for me to switch between characters.</p>

<p>Thank you for your answers.</p>
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        </description>
    </item>
    <item>
        <title>Feature Request: Menu Element Fading</title>
        <link>https://adventurecreator.org/forum/discussion/16462/feature-request-menu-element-fading</link>
        <pubDate>Mon, 08 Dec 2025 13:14:58 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>TayannaStudios</dc:creator>
        <guid isPermaLink="false">16462@/forum/discussions</guid>
        <description><![CDATA[<p>Would it at all be possible to add a fade option to Menu Elements, like the main menus themselves? It'd be nice to have little fades on the menus when buttons are pressed, etc, instead of them just appearing and disappearing as they currently do on active menus.</p>

<p>For example, I have an inventory that allows the player to remove items. As it stands, the items just suddenly disappear, so I thought it might look nice and less jarring if I could add a little subtle fade as the item is removed <img src="https://adventurecreator.org/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>

<p>If it can't be done or you don't think it's worth it then no problem <img src="https://adventurecreator.org/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>
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        </description>
    </item>
    <item>
        <title>Hover sound still playing on menus behind other menus, even with raycasting on</title>
        <link>https://adventurecreator.org/forum/discussion/16459/hover-sound-still-playing-on-menus-behind-other-menus-even-with-raycasting-on</link>
        <pubDate>Sun, 07 Dec 2025 10:16:51 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>TayannaStudios</dc:creator>
        <guid isPermaLink="false">16459@/forum/discussions</guid>
        <description><![CDATA[<p>As the title says, I'm still hearing the hover sound of menus that are behind other menus.</p>

<p>The menu with the hover sound is a Unity UI menu with a sorting order of 0.</p>

<p>The menu in the foreground has a sort order of 5.</p>

<p>Raycasting is on for the menu in the foreground.</p>

<p>I can't click on the menu behind (which is correct), but it still registers the cursor hovering over it because the hover sound is still played.</p>

<p>I'm using Unity 6.3 (although it's done this in previous versions too), and AC 1.85.4</p>
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        </description>
    </item>
    <item>
        <title>Steam Deck</title>
        <link>https://adventurecreator.org/forum/discussion/13083/steam-deck</link>
        <pubDate>Mon, 05 Dec 2022 17:35:54 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Farlandsky</dc:creator>
        <guid isPermaLink="false">13083@/forum/discussions</guid>
        <description><![CDATA[<p>Greetings! I would like to know how you can make the game work on Steam Deck? Of particular interest is the choice of replicas in dialogues with the Deck buttons. Because there is no numeric keypad...</p>
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        </description>
    </item>
    <item>
        <title>Questions about RememberScripts, Custom Nodes, Export Translation and Variabels</title>
        <link>https://adventurecreator.org/forum/discussion/16401/questions-about-rememberscripts-custom-nodes-export-translation-and-variabels</link>
        <pubDate>Mon, 03 Nov 2025 13:04:02 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Blackshineman</dc:creator>
        <guid isPermaLink="false">16401@/forum/discussions</guid>
        <description><![CDATA[<p>Hello,<br />
I’ve been working with Adventure Creator for quite some time now. Together with my colleagues, we’re creating a game using Unity version 2022.3.62f2 and AC version 1.83.0. During development, a few questions have come up:</p>

<p>1)<br />
In our game, players can load their save files. Naturally, we’re using the AC save system with both built-in and custom Remember scripts. We’ve noticed that some Remember components save their state correctly, but don’t load it properly afterward. Unfortunately, there were no error messages.<br />
Is this a known issue, perhaps?<br />
The affected objects were prefabs (with “Retain in prefab” enabled), and there were around 20–30 objects with Remember scripts (Custom IDs).The scene was loaded through a menu using an element of type Load (Slots). This issue often occurred with RememberVariables, which didn’t correctly update their target Variable components after loading.</p>

<p>Is there a limit to the number of objects that can be saved, beyond which some Remember scripts may fail to trigger?</p>

<p>2)<br />
In our custom nodes, we sometimes catch errors using try–catch clauses. Is there something similar available for built-in nodes? We’ve observed that some ActionLists (both asset-based and scene-based) occasionally don’t complete their execution (from start to finish), and no error message appears. We suspect this happens mostly with the Sound: Play node.</p>

<p>Is there a global setting to ensure that a node completes execution even if an internal error occurs? Or how is the workflow to handle intern errors.</p>

<p>3)<br />
We also use the Speech Manager with the option to export all texts to a CSV file.<br />
Because we have many types of dialogue and text, our translators sometimes struggle to understand the context — certain related text sections don’t share the same ID, and therefore don’t appear next to each other in the CSV table. I’ve tried tagging texts differently, but AC only allows the standard built-in tags (like Speech, Hotspot, Dialog Option etc.).</p>

<p>Is there any workaround for this limitation?</p>

<p>4)<br />
We’re aware of global and local variables, and we use them as follows: <br />
Local variables: for scene-specific objects or dependencies<br />
Global variables: for player decisions that affect the entire game<br />
Now that we’re using both types, I wonder whether AC provides a way to store temporary state data, for example, to check at the start of a dialogue whether the player “knows” something specific — and based on that, unlock certain dialogue options. I suppose we could do this using local variables, but that feels a bit cluttered.</p>

<p>Is there another solution or workaround to store and use data temporarily, especially within dialogues?</p>
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    </item>
    <item>
        <title>Changing ControlsReader.useSimulatedCursorForUIEvents</title>
        <link>https://adventurecreator.org/forum/discussion/16440/changing-controlsreader-usesimulatedcursorforuievents</link>
        <pubDate>Sat, 22 Nov 2025 22:33:53 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Cheo</dc:creator>
        <guid isPermaLink="false">16440@/forum/discussions</guid>
        <description><![CDATA[<p>Hello, I've been working on a new title menu screen for my games using AC and the Input System, and while I have wrapped my head around several elements I had initially trouble with and appreciate AC's broad capacities, I have one little suggestion to better it on that front - there should be a way to change ControlsReader.useSimulatedCursorForUIEvents at runtime. This variable is private and there is no function to change it, so I've made it protected and created a subclassed version of ControlsReader which containts a function to do just that. This was necessary in order to hide and display the AC cursor when switching between keyboard &amp; mouse and gamepad. Hope a small change can be applied, thanks.</p>
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