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Evil Lair Stuck in BrainConv

I can't get the second option to activate in the Evil Lair tutorial. Both options display but only the first item will activate. The first options loops back to Dialogue Start conversation so gameplay is stuck. Also, cursor changes from a circle to an arrow. I have searched the forum, and manual, and retraced my steps in following the video but nothing seems to work.
I am using Unity2019.3.9f and the latest download of AC.

Comments

  • Welcome to the community, @DerekTD. This is at around 1:48:00, I take it.

    Does the second option at least highlight when hovering over it, or is it unresponsive? Do any related messages appear in the Console?

    This may be an issue with the UI prefab, in which case we can temporarily disable it to see if that has an effect. In your Menu Manager, select the Conversation menu and set its Source field to Adventure Creator. This will cause it to be rendered without use of the UI prefab - does it then respond?

    If not, it may be an issue with the ActionList. If you could share some screens of your setup (post on imgur and link to them here), I'll see if I can tell what the issue might be.

  • edited April 2020

    Sorry, I got sidetracked. The second option does not highlight. When I originally wrote, the first option highlighted, and only it would work. Unfortunately, I've done something to stop the first option as well. No related messages appear in Console.

    I am using Adventure Creator as the source because the UI prefab does not work. I have tried running the action from the ActionList Editor, but it still sticks at the same spot. I have signed up for imgur. A screenshot is imbedded below.

  • And when using AC as the source, things then work?

    Your screenshot only show the Menu as rendered by AC - but the ActionList itself looks fine. If all works when using AC as the source, then the issue will be related to the UI prefab - though I can't tell from this what it might be. You might want to try re-importing the "Walking Dead template" package and copy/pasting the relevant menus from its Manager Package into your own.

    Though, you're also welcome to PM me a .unitypackage of your Manager asset files and UI prefabs/graphics - I might be able to spot the issue.

  • I tried re-importing the "walking Dead template" package and copy/pasting the relevant menus. No luck. The scene still gets stuck at the BrainConv. With AC, the first items highlights and it is the only option that will work. With UI prefabs with option don't highlight or activate.

    I am going over the documentation on how to create a .unitypackage. Still can't get the package.json file to load into Package Manager.

  • You can zip them up if need be.

  • I think you are right about the "Walking Dead template" being the problem. I made a copy of the scene and removed all references to the Walking Dead Menus. I don't get the pretty graphics, but BrainConv works fine.

  • edited April 2020

    Were you copying over the Walking Dead menus into your own Menu Manager, or setting your Menu Manager asset file to "WalkingDead_MenuManager"?

    If the former, what if you do the latter?

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