OnMouseOverMenu can be called when hovering over a Menu but no Element - you'll need to include a null-check to ensure it's being called at the right time:
if (_menu.title == "IconBar" && _element != null && _element.title…
I'd be very hesitant against making any changes to the loading process, as there'd be major potential for knock-on issues.
The exact order of loading is:
* Scene reloading
* Global settings
* Scene data
In terms of custom events, we have:
* Even…
Thanks for the offer - I will send you files you test shortly.
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What code, specifically?
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Input System has its own Input System UI module, The updated integration includes a ready-made EventSystem prefab with this module pre-configu…
The 2D Demo sorts correctly because it uses the "traditional" method of using its Sorting Map to affect the Sorting Order of characters based on their Y-position.
In URP, the Transparency Sort Axis is a field in your URP settings asset. …
Recreated, thanks for the details.
The Player collision issue will be fixed in v1.82 - thanks for the bug report.
For the wall behaviour: try disabling interpolation on the Rigidbody. Raising the maximum iterations inside your Project's Physics s…
On my end, this occurs with the sample 2D Player because they do not have the physics components necessary to be detected by an Interactive Boundary.
To resolve this, attach a Rigidbody2D component to the Player's root, as well as a Circle Collider…
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You can enable direct navigation of in-game menus either with the Engine: Manage systems Action, or with the code line:
KickStarter.playerInput.CanKeyboardControlMenusDuringGameplay = true;
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It's best to rely on a single module. Ar…
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Use the Dialogue Option Highlight component to set the ID of the option you want to mark with an icon while in Edit mode. You then need a separate script (below) to read this value and show/hide icons as needed.
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You need to add a c…
The auto-changing of the cursor when over Hotspots (in particular, the icon associated with it), is based on the Interaction method. When using "Custom Script", this won't occur as AC will not make assumptions about the intended behaviour…
Here's a custom Action that'll do it:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPathType : Action { public int constantID = 0; …
RuntimeInventory's Add function is legacy code - for greater control, use the PlayerInvCollection's equivalent instead:
InvInstance invInstance = new (itemID.Value, amountToAdjust.Value);KickStarter.runtimeInventory.PlayerInvCollection.Add (invInst…
Welcome to the community, @tempuser123.
As the Player Vicinity mode relies on a 2D collider, it doesn't have a sense of the "depth" of the scene. In the case of a 2D scene with high depth contrast such as this, the use of an Interactive …
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Best to sort these issues one at a time.
How does the camera's starting position, player's starting position, and background constraints differ from other scenes that work?
You mention a scene template: you're saying this works as intended…
If you want to show an icon over specific dialogue options, you'll need to use a bit of custom scripting - including a component that you can use to denote which option from a Conversation to highlight this way.
Because of this, you'll need to swit…
Sorry, but I'm not clear what to be looking for in the video - which links are being affected?
One thing to note: if you want to run multiple ActionLists simultaneously when a scene begins, you don't need to put them all through the "OnStart&q…