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This is the InGame menu. You can lock it with the Menu: Change state Action, or by checking Start game locked off? in its Properties box. When a Menu is locked, it will not show when its "Appear type" condition is met.
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The API for new Actions has changed in the years since - the title is no longer set with a Constructor, but instead uses Properties.
Adding this instead should correct it:
public override string Title { get { return "Play speech + Menu";…
Setting "Reference speech files" to "By Naming Convention" is the easiest temporary change. So long as the audio files are named and placed accordingly, it doesn't matter if they are Addressable or not.
What is your Drag Drop component? A custom script?
If you move this to a UI Canvas, you can make use of Unity's IDragHandler interface to drag it around with mouse input:
using UnityEngine;using UnityEngine.EventSystems;[RequireComponent(typeof(U…
What are your AC/Unity versions?
Subtitle-skipping input is separate from the Menu that displays it. The controls for this are in the Speech Manager - under the Subtitles panel, make sure that Subtitles during gameplay can also be skipped? is unch…
Sounds like the Raycast Action should indeed be useful here - if you use it at the start of your OnContinuous logic, you can check if the raycast-detected object matches that detected by the Trigger. If the two don't match, end the ActionList.
You can use a custom script to resize the Hotspot's collider to match the current renderer bounds.
* Replace the Capsule Collider with a Box Collider
* Check Update When Offscreen in the Skinned Mesh Renderer
* Attach the script below and assign it…
The Object: Check tag Action is available to check object tags, but I'm not sure what you're trying to "call" with the Collision cube.
I think this topic might benefit a bit more zoomed out. Can you share more details on the underlying s…
You can use a custom script to lock the cursor, and affect the locked position.
If you're using Unity UI, it's a bit tricky but it should be possible to read which element is selected and extract its screen position. Something along these lines:
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Ah, quite right. Apologies for the misunderstanding.
In Choose Interaction Then Hotspot mode, the default pointer isn't mapped to any Interaction, so clicking Hotspots won't have an effect. You'd need to rely on a short custom script to detect in…
Could it be a conflict with UCC's own input?
AC's default Pause menu reacts to Escape through the Menu input, which is referenced by the Active Inputs window. Try remapping this Menu input to another key, e.g. Tab. If pressing it then shows, chec…
If you're looking to have the Hotspot behave as though you're in 'Context Sensitive' mode, it should just be a case of checking Single 'Use' Interaction? in the Hotspot's Properties box.
You can try using a separate Trigger component on the same object that reacts to objects with a different Tag, but it won't account for the distance.
Have you tried the Physics: Raycast Action? It allows you to detect objects along a given directi…