It's more involved than that.
The GenerateNew function needs to pass in the labels that show - which means you need to hold off calling it until you've processed all rows in a block that have a "Go to line" column entry. You'll also need…
AC has its own functions to override a field with a parameter value. Replace:
targetObject = AssignGameObject(parameters, targetObjectParameterID, targetObject);additionalObject = AssignGameObject(parameters, additionalObjectParameterID, additiona…
Recreated, thanks for your patience.
It does look like an issue with Unity itself - one that they've indeed fixed in Unity 6. I'd say it's a case of either switching Unity version, or relying on Unity UI for the Menu's Source - something I'd recom…
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The effects of the GK Conversation script will still be felt this way. To disable the GK system completely, instead use the Object: Call event Action to invoke the BeginDialogueMode / EndDialogueMode functions. There should be a note about…
This is for a 2D game?
The freezing sounds related to pathfinding, which will depend on the complexity of the NavMesh.
You can configure the NavMesh from its Inspector, including accuracy and the number of vertices it has, but if you switch your S…
I'd need to see the code to understand what's going on, but are you extracting the parameter's value in the AssignValues function?
A tutorial on adding parameters to a custom Action can be found here.
So, it should be that you can do without the modifier/base variables that I mentioned earlier - you can calculate the modifier in script, and the base value can be taken from the "default" value assigned in the Manager.
Something like thi…
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I understand the issue, but I cannot recreate it. What Unity version are you using?
Try adding a brief Engine: Wait Action to the end of a given dialogue option chain, after the last line but before the return to the Conversation - does th…
The fix above is included in the latest release. Is this to say that the effects of it are no longer working?
It's been a while since this post began - could you share updated images of the setup/issue occuring?
Can I see your implementation of the OnContainerRemove event, including line 71?
Is this a case when any amount of a given item is removed, or only when all items are removed in a given slot?
It'x worth mentioning, however, that the OnContainerRem…
Is this a case of having multiple String variables for a given element, and then using Menu: Update content to change which variable is shown?
An issue related to this workflow not including translations was fixed in v1.82.
However, for this situa…
Welcome to the community, @Artem.
Yes, the Character: Animate Action is the way to go - you can use it to play custom animations that will temporarily override the "standard" such as idle/walk/walk.
Playing such animations on a sub-layer…
A Conversation would be easier than an Exit button, because it means you can keep all the logic within the scene and avoid need to asset <-> scene references.
Are you certain the dialogue option is not running? Try adding an ActionList: Comm…
Sounds like the "Arranging puzzle template" over on the Downloads page may fit the bill, as it allows items to be dragged around the scene and moved.
The template itself was intended for e.g. jigsaw puzzles, where each item has a "sl…
The "fit within screen" feature works by adjusting the position of the Menu's "RectTransform boundary", which will need to be set up so as to span the Menu's visible content, i.e. cover the text being shown.
Are you enforcing an…
Thanks for the report.
How are you mapping the variables to the elements - through tokens, or by setting your "Label type" fields to "Global Variable"?
At the time you set the Global Variable's value, is the Menu already on? I…
Remove the change above, instead set the Menu's Position type to Manual, and add this to the bottom of ShowForHotspot:
myMenu.HotspotLabelData.UpdateAutoPosition (myMenu);
If your scenes support scrolling, add this to to the while loop of FlashHot…