1) This'll be more of a test than a solution, but does it work if you end the combine Interaction with an Inventory: Select Action to force selection of the original item?
It'll also be worth checking to see if the Item is becoming de-selected. Ad…
It's a case of how your game's assets are referenced by AC, because this folder is needed for AC to start.
In my experience, the most common contributors to large startup times are music and speech audio assets. Does your game rely on these? For …
The most simple way to do this would be to have each language (as a flag icon) be a separate Button element arranged in a row. Pressing each would then run an Save: Set Option Action to switch the language.
Otherwise, you can add left/right Button…
After switching over, try calling this to force the de-selection of the current GameObject:
AC.KickStarter.playerMenus.SelectUIElement(null);
What you're describing sounds very similar to what was Unity's built-in behaviour for UI selection - at l…
Sorry, I'm not seeing any screenshots. Can you share direct links instead?
What are your AC/Unity versions, also, and are you using Input System or Input Manager for input handling?
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That's the recommended option, as it offers greater stylistic control over the built-in AC option. The only thing to look out for is that - as you've found - Unity UI takes over in terms of selection duties. This should be fine when workin…
There was a related bug reported in v1.85.0 but it was addressed in v1.85.1.
What are your AC/Unity versions, and is the ActionList in your video an asset file? Is the Conversation object still present in the scene at runtime?
Welcome to the community, @Efergan.
If you've installed AC's Input System integration template, then all of AC's inputs will be read via Input System. Any inputs you define in the Active Inputs Editor will need to be defined in the integration's C…
The Scene: Change setting Action can be used to add or remove NavMesh holes at runtime.
Are the obstacles all the same size? If so, you can make the hole a prefab, spawn it in using Object: Add or remove, and then reference that spawned object in …
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To switch between exclusive use of either the mouse, or keyboard, you'll need to toggle the Directly navigate menus during Conversations? option as you are.
However, if you're using AC's Input System integration, do be aware that its Contro…
In terms of memory usage / filesize, naturally it's better to rely on dynamic lighting / shadow casters etc to make the effect "live" at runtime, but I would also say it's less of a problem these days than it would have been historically.
…
Welcome to the community, @PixelSVK.
To clarify: are you combining 2D backgrounds and cameras with 3D characters, or are you using AC's dedicated "2.5D" mode, which involves 3D cameras and background art overlaid in 3D space? The screens…
This'd do it:
public int GetTotalValue(string propertyName){ int totalValue = 0; var documentIDs = KickStarter.runtimeDocuments.GetCollectedDocumentIDs(); foreach (var ID in documentIDs) { var documentInstance = KickStarter.runti…
When the override option is enabled, check the top of the Scene Manager - it should report that the scene's perspective is being overridden.
The best way to determine if it's down to the Managers or the scene, however, is to have the Arranging Puzz…
Thanks for the files.
The issue is that your modified Navigation menu now spans the full screen, which prevents clicks underneath regardless of element positioning.
To avoid this, you'll need to separate your Navigation buttons to separate Menus s…
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This should be possible by instead creating each page as an individual Document, and then listing them all in an InventoryBox element that displays Collected Documents.
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They do.
Possibly, but given the custom code involved it's hard to say where it would lie.
Is that to say - when the issue occurs - the Use interaction runs only once the Player has walked over to the Marker?
And does this mean that no other Hotspots in ot…
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Yeah, this'll be a different line then. Instead, best to look for the following in the ActionCharAnimRun function and paste it underneath:
character.charState = CharState.Custom;
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Well, let's see if we can get the above issue solve…
Welcome back, @TogaMario!
Unfortunately the bulk of the documentation for this was part of the Readme file that was included when the template was a separate download. I'll look to correct this, thanks for raising the issue.
If you're getting the…