Welcome to the comunity, @Morris.
Hotspots can optionally be set to change their layer, based on whether they are within the Player's vicinity or not. While I can't recreate the specific flickering behaviour you're experiencing, this layer change …
It should be just as above: if you rely on component Variables, instead of Global, such that each NPC uses their own set of variables, then they should remain independent and unaffect one another.
By component variables: I'm referring to the Variab…
The Sorting Map deals with multiple aspects, but just on the topic of sorting: technically you don't need one with more recent versions of Unity. So long as your transparency sort axis is set to the above, then sprites in the scene with the same &q…
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The Menu: Change state Action can be used to turn on a Menu, provided that Menu's Appear type is set to Manual.
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Go to the Inventory Manager's Properties tab and create a new String property named Description. You can then enter in …
SettingsManager doesn't need to be in Resources - only the References file, which should have the Managers assigned in its Inspector.
There shouldn't be an issue retrieving Resources on Xbox, but it is possible to assign the References asset manual…
You can have multiple objects in the scene that use the same Animator, but if they're linked to the same variables then they'll all react the same way. You can link to Component variables, however, so that each character has unique variable(s).
I …
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From use of the "Animated cursor" template, or a custom UI cursor?
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Is the Inventory menu on at the time?
Rely on Unity UI for your Inventory menu, and attach an Animator to each of the slot buttons in the prefab's Hierarc…
Welcome to the community, @bonc2games.
This issue is most commonly caused by the character's Animator component having Apply Root Motion checked, which tells AC that the animation will handle movement - not AC.
If that's unchecked, check that they…
You might get by just attaching a child object to the Player character (kept in the scene), moving it to the right, and then having the camera follow this object instead of the Player's root. So long as Turn root object in 3D? on the Player is unch…
Inventory items themselves are just data - if you're looking to affect an object within the scene, you'll need to create a connection between that object and the item. Scripting may be necessary depending on your need.
What's the specific context …
Works for me on my end.
There's no need for a 2nd event, though. Also, put:
shouldTurnOff = false;
in StopFlashing to prevent spamming the UnregisterCustomMenu method.
Does the Console report the Menus registering / unregistering?
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The intent behind the script is to ensure that the text displayed is unaffected by AC's regular speech text. With it, you should not need any Label linked in the Menu - it will read the speech text from the script only.
What are your Debug…
You can define an "Inventory/Add" event in the Events Editor to run custom logic when the Player recieves an item.
What logic exactly you run will depend on the animation effect you're looking for. A tutorial on creating a "new item…