Thanks for the detailed write-up. That all looks essentially right. I'll need to look into it further but the principle is sound, and I should expect a change along these lines will make it into the next release.
No, it's not intended - the Scrollbar shouldn't be selectable when invisible like that. I'm not sure if this is a Unity issue, but there are some things to try to work around it.
Open up your ChatLogUI prefab and locate the Scrollbar Vertical obje…
I've updated the package again to have the scrollbar also react to input while the game is paused, but I'm not clear on the selection issue you're now facing.
Could you share screenshots or a video to show the behaviour? I'm not sure if this is du…
Welcome to the community, @urokocha, and thanks for the report.
The Chat Log's behaviour is driven through its own dedicated script, rather than the Menu system. To control it using direct-navigation, you need to instead check the "Direct Nav…
Check your Actions Manager for the custom Actions that I believe DS provides. The folder section at the top lets you point to directories where custom Action scripts are located.
I'm not experiencing this issue in the latest release, but it's not a bug I recall being reported or fixed. Are any of the scripts you modified related to character and/or animation?
Is this the "Talk bool" parameter of the NPC that's no…
To clarify on your last screenshot: the "GameCameras" object is just an organisation folder that the Sample scene uses to place the actual GameCameras inside - the Z-position of the active camera may not necessarily match the folder. Stil…
Welcome to the community, @TheQueeninYellow.
If yours is a 2D game, making your object interactive only requires the Hotspot and a 2D collider component. It doesn't need a Rigidbody, and AC's Dialog and Hotspot Detector components should be left o…
Tricky. For a regular Button element, you'd normally need to rely on the Unity UI source option, and then use Animation to control its Image sprite.
Animated textures otherwise are limited to cursors. It might be possible to define a new Interact…
Are ToggleJournal / ToggleMap being detected correctly? I'm presuming these are Menu inputs.
I don't see any issue. Are you pressing the input during normal gameplay, and does the ActionList work correctly if you run it manually from the Inspecto…
Could it be that the "Run separation time" is zero? As your walk and run speeds are the same, your character may technically be running while they appear to be walking.
Is the angle threshold independent of the Hotspot and distance from it?
As the Hotspot ray length is so large, it's not going to be a case of the Hotspot being too far away. The other main cause of this is that there's another collider of some kin…
Are you using Input System and AC's associated integration Template for regular input handling? I suspect it's a case of this overriding the use of Input Manager.
If so, try defining the input in the Controls asset it generated within your game's …
You can use the same technique to Inventory too - you can use the Label (if not name) property to set the display name if it differs from the Editor label.
Welcome to the community, @aM4797.
You shouldn't need to edit AC's scripts for this, though you may need a custom script to handle some of the finer details.
Simply preventing the Player from moving, however, can be done with the Player: Constrain…