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Check Remove Spawned Item in the Inspector to remove items that you click on.
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Positioned at the top? Try this:
using UnityEngine;using AC;using AC.Downloads.ArrangingPuzzle;[DefaultExecutionOrder (-1)]public class InventoryPrefabS…
So long as Mouse clicks have default functionality? checked, that should be enough.
What is your Menu's Source, and are you relying on Input Manager, or the new Input System, for input? If you're using Unity UI, do you have an Event System object …
Are you editing the correct Controls asset?
When installing the Input System integration template, AC will copy the Controls asset into a subfolder of your game, so that you can make changes without affecting the original asset.
Is this a case of pressing Escape to bring up the pause menu? Or do you have any other assets installed that may affect the cursor's visibility?
The only place in AC's code-base that will show the cursor is the bottom of the PlayerCursor script's …
Which cursor are you talking about - the system cursor?
Uncheck Always show system cursor in Editor? - or does this occur in builds as well?
Share your Settings Manager - is your Input method set to Keyboard Or Controller?
Best to get everything else sorted before moving on.
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Ignore it how? That's what I've been testing with.
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Tricky. Is your Inventory menu like the default, i.e. placed at the top and set to turn off when the mouse leaves it?
No issue from what I'm reading.
This is "UI controls / Player controls" as in from the Controls input actions asset? There's no difference between them, that's just the template's default categorisation of inputs.
Create a C# script that implements iActionListAssetReferencer and use it to reference your assets.
Example script:
using UnityEngine;using System.Collections.Generic;using AC;public class ReferencerExample : MonoBehaviour, iActionListAssetReferenc…
They'll need to be referenced by either a Manager, or a scene that's included in the build.
You can create a scene that uses ActionList: Run Action(s) to reference any assets, and add it to your build settings.
Alternatively, reference them in a c…
I would need to examine this carefully on my end.
Can you PM me a project from v1.81.7 - with instructions on how to recreate the issue - that also causes the issue to occur once v1.82.5 is imported?
I've updated once more with some tweaks.
Items should be spawned in - they won't need to be in the scene beforehand. In the case of the Blue ball from the Example scene, make it a prefab, create a "Blue ball" item and assign the prefab a…
Do your Inventory menus pause the game?
If your game doesn't rely on the cursor at all, be sure to check all the Directly navigate when paused? etc options in the Menu Manager. Otherwise, it will assume that it needs to be visible during these tim…
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No - parameter strings cannot be considered speech text.
A workaround for this would be to have a separate scene / ActionList that stores all your speech lines (as regular speech, gathered via the Speech Manager), and then use this Action t…
Do you know the exact version numbers?
When turning on the Inventory menu, try running a Menu: Select action to explicitly select the first slot in the Inventory element.
404 on the link - and please let it stay that way. Never publicly share links that contains AC's source code - it is a commercial asset.
I believe the behaviour is down to Text Animator needing the Text component to be updated once, whereas AC wil…
The StopMovingToHotspot function will cancel an interaction if the Player is midway moving towards it:
AC.KickStarter.playerInteraction.StopMovingToHotspot ();
Do you want it to appear at a fixed Marker, or at the cursor position?
A custom script would be necessary to spawn items into the scene. Essentially, you'd create an "Arranging puzzle piece" prefab for your item(s), and then assign that …