The script only kicks in when a button is pressed - just moving the mouse won't have an effect.
The script is kept intentionally simple, however, so that it can be easily edited to suit the individual project's needs. Try adding this to the end of…
The "D2" converts the minutes or seconds into 2 digits - so 2 becomes 02, etc.
This default format will display 120 seconds as 0:02:00. I'll add an equivalent for hours in the next update, so that you can replace {h} with {h:D2} to get d…
Built-in, it's AC only. However, this script on the AC wiki allows you to have an Animator parameter react to this Action:
https://adventure-creator.fandom.com/wiki/Highlight_Items_in_UI
Can you share details/screenshots about how and where you're using your custom layout script?
Other than enabling/disabling the UI, and repositioning its "RectTransform boundary", AC largely stays away from rendering. However, the "…
The yellow warnings can be ignored - they're related to inputs AC can use but aren't defined.
Is the running issue limited to gamepad control, or keyboard as well?
Try changing the Run input action's "Action Type" to "Pass Through&q…
Putting aside the behaviour of Menus for the moment, is the "Input method" field changing dynamically?
The script should cause it to switch to "Keyboard Or Controller" when the JoystickButton input is pressed. Note that you can…
You can adjust the Sprite's "Pixels Per Unit" setting to control its size.
For position, you may have luck with adjusting the sprite's border and pivot point in the Sprite Editor, but I'm not 100% sure how TextMesh Pro reacts to such sett…
Within AC menus, this option will only affect the Text colour. I ought to hide this option if if "Display type" is set to "Icon Only" - apologies for it being misleading.
If you Turn Off a Menu, then that Menu is still bound by its "Appear type" condition, so is able to turn on again automatically if that condition is still met.
Locking a Menu will prevent it from turning on when this is the case.
You'll need to supply Fonts that are capable of displaying the characters in your game's text - their display can't be automatic.
However, if your Menus use Unity UI throughout, you can use the following script from the AC Wiki to dynamically swap …
You can do this by assigning a Sprite Asset in the "TextMeshPro - Text" component of the ChatLogUI's Content object, which is the field that displays the log's text.
Have this asset include your various portrait graphics, with a fixed nam…
That it works for keyboard suggests the issue may be on the Input System side, as it means AC is correctly reading the received input. Are you testing with the arrow keys, or WASD?
If you created a pair of new scenes to test the transition, try in…
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Is that to say that this issue is only occuring in this particular scene?
If the Menu is displaying while set to appear During Gameplay, then is should only either because its been unlocked - or the game is not in Cutscene mode.
You can ch…
The easiest way to run an ActionList when the scene opens due to either way is to clear it from the Scene Manager, and instead attach the ActionList starter component.
From its Inspector, it's then just a case of checking both Run on scene start? a…
The Conversation and Subtitles menus need to rely on their own UI prefabs, and be locked to prevent them from showing. The ChatLogUI prefab is not intended to be linked to a Menu - instead, it is its own entity that gets spawned in via the Events E…
Here's a custom Action that will show the last option if all others are either invisible, or have been previously chosen:
using UnityEngine;namespace AC{ [System.Serializable] public class ActionConversationLastOption : Action { pub…
This is the intended behaviour. OnStart will be run when the scene is opened through natural gameplay, and OnLoad will be run when the scene is opened due to loading a save-file.