Did you run the template installer to generate the assets for you, or did you copy them manually?
Let's see the Event Sytem prefab assigned in the Menu Manager - does that references the same input actions asset as shown in your video? Make sure t…
A cursor - item-selected or not - only has one "selection point". This point is what needs to be over the Hotspot in order to select it.
With Software rendering, this point defaults to the centre - though you can offset this in the Curso…
Your code involves creating new parameters, but you don't set the parameter's type. You can use GetParameter to get the existing parameters and update their values:
closeMenu.GetParameter (0).SetValue (menuName);
The file's location shouldn't be a factor - indeed, custom scripts shouldn't be placed inside AC's own folder.
If you want to test the latest release, do so in a backup/duplicate project - but I don't recall any changes made since that should impac…
Welcome to the community, @cyberrockerboy.
It looks like a scene-change does happen - but it's not reflected in the Game window.
The active scene is listed at the top of the Hierarchy window - in the video, it changes from "hallway 2 wall 2 -…
I'm not following the connection between the two, but you can try hooking into the OnMenuTurnOff event and checking if the mouse is over an interaction menu:
void OnEnable () => EventManager.OnMenuTurnOff += OnMenuTurnOff;void OnDisable () =>…
Thanks for the clarification, but I'm still not able to recreate such behaviour.
Let's try isolating the problem.
Run the New Game Wizard to create a new, empty game. Duplicate your UI prefab and removr the custom scripts. Copy its Menu and pa…
This should he possible with the addition of an "ActionList: Check running" Action, set to loop until its own ActionList has finished running.
This'll need a slight tweaj to the code, however, to allow for its own instance to be ignored…
Try as I might, I just cannot reproduce such behaviour. All speech on my end is skipped while the button is held down - no need for multiple clicks - regardless of the subtitle settings.
Save for you PMing me your project, I'm not sure what else I…
Those functions don't cache any values - they'll calculate the results based on the live data of their own options. Are you certain you're referencing the Conversation object that's in the scene, and not the prefab asset fie?
Welcome to the community, @gurreth.
When in point-and-click mode, and using player-vicinity detection, nearby Hotspots will highlight automatically - but it's still required for the user to point-and-click the Hotspots as they do the NavMesh.
Hots…
There are a couple of Spine integrations on the community wiki. As they're both unofficial, I can't really comment on their design requirements/choices. You may wish to get in touch with the original author(s), though the floor's open to anyone wi…
While I don't have the full picture to go by, it is the case that the "glitch" effect is caused by VSync and is a general Unity behaviour rather than one specific to AC.
You can modify texture qualities within the Quality panel of your pr…
Menu: Select won't have an effect here, because Graphic elements are not selectable.
The element's properties show it as visible by default. Are you hiding it beforehand? What is the exact behaviour when the ActionList is run?
Side note: If the …