My game is meant for touch screens, I mean I'm using the mouse while testing this on the editor, sorry :).
In any case, your temporary fix worked as expected, and I don't see any more GameObjects being created. I'll wait for the proper fix and upda…
Thanks, I'll try the temporary fix soon.
About the second issue, I guess it's the same, but when the navigation mode is None Unity is not really selecting anything (EventSystem.SetSelectedGameObject is not being called in that instance) and I'm ass…
Oh, forgot about the first question. Default state of the toggles is all off, but not sure it matters. And sure, the difference is that in the first case, I manually change the toggle state, and in the others, the toggle is being deselected automati…
Thanks for the quick response!
The ActionList is basically checking the variables from the toggles and showing one menu or another, so it runs on a single keyframe, although I have it set to "Run on the background" to avoid pausing the ga…
You are of course completely right :). I was reading it directly, and I do something similar to global variables, so I guess I should avoid the managers?
Thanks in any case, very helpful as usual!
For what is worth, we're using URP in some of our projects and it works fine. AC doesn't really care about how you render except in very specific ways (like using TextMeshPro vs. Text, although that's not really a "render" problem, but the…
Ok, just by setting the transition time to 0 it seems to fix the issue. But I'd love to know why is this happening, because it doesn't make much sense to me, unless my AnimationController is basically wrong.
I see, I can use that for some situations, but not everything? For example, interactions for a hotspot, like an inventory interaction. For those I'll need to add a Button to the invButtons property, and hook it in some way, I assume?
In any case, l…
Yeah, I understand there might be compatibility breaking problems to think about, but thanks for considering it. Again, maybe adding a parameter with a default value might help, which will be a binary breaking change but no source changes involved..…
I'm replacing some ActionLists with scripts. My script has a scripted conversation, and every line is for a different character, which works except for what I mentioned before.
Hi, this might or might not help you but just so you know, you can change pretty much anything UI wise by using Unity UI prefabs, instead of AC's own UI. In my mind, AC's UI is more for prototyping, and you change to Unity's when you're going to wor…
Thanks, I knew about Unity's Clone stuff, my question was more about AC behavior, but I see that it's trying to remove it and failing in some cases then. Good to know, thanks again!
Thanks Chris. This will of course solve the problem when I'm dealing with component variables from a script that's attached to the same GameObject, although I'll still have problems if I need to deal with them from a more central location, but I gue…
Besides this, it seems my script will receive all component variables that have a CustomScript link, so even if I differentiate between global and component ones, how can I check if I'm dealing with one or another component variable? (besides FindOb…
Ok, I was too quick about this. It seems it works when playing, but not when previewing (which will be nice, as it's a bit difficult to make the shot without a preview, but I guess nothing can be done).
Thanks
Yeah, I prefer to keep things local, I'll try some of the other methods or keep my component.
And yeah, I understand the ID is the way to reference them, but it's very cumbersome for me to reference stuff by ID, and I know I won't have duplicates i…
Thanks for your detailed answer, that's great.
I said I cannot access local variables because when I created an asset file (to try the 2nd option you mentioned above) with my ActionList, the only variables that appear on the list are global ones (a…