Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,231
Last Active
Roles
Administrator

Comments

  • Sorry, to clarify: the Survive scene changes? option I was referring to was the option inside an ActionList asset's Properties panel, not a component to add to a regular scene-based ActionList. If you convert the ActionList to an asset file, the op…
  • Code should work - so long as the Menu's "Appear type" is set to "Manual", otherwise it'll be bound by the Appear type's rule. Unless it's part of a wider coroutine, the snippet above doesn't need to be in one, mind.
  • I'm afraid I can't recreate the issue. What's the exact behaviour you're getting - that the click texture shows, but doesn't fade away, or doesn't show at all? Does the issue remain if you temporarily remove the call to run the Keypad_Check Action…
  • Thanks for the steps, I'll attempt a recreation. To be clear: there's no audio assigned in the Toggle element's "Click sound" - only in the Sound Action?
  • Welcome to the community, @ZaraNerd. Quite a lot to cover here - it should all be doable (though some custom scripting may be needed as we go), but tackling these one-by-one will make things more manageable, if you're happy with that. For Testimon…
  • You can add the following to the top of the Update function to have it ignore input if a Global Bool variable named "CannotCrouch" is set to True: if (GlobalVariables.GetVariable ("CannotCrouch").BooleanValue) return; Alternati…
  • Does the Menu pause the game, and what are the ActionList's properties? If you can share screenshots of the Menu/Button in the Menu Manager, that'll help clarify the situation.
  • (Quote) Where was it put, exactly? As both cameras have the same position, I'm not sure why switching would make such a difference. Though, as we're dealing purely with Unity concepts, I'm not sure if AC is directly involved with causing the issue…
  • Yes, AC is compatible with Unity 6. There may be a couple of harmless import warnings, but these will be ironed out in the next release. Of course, backup/use version control, but if you encounter any issue let me know and I'll look into it.
  • Does it work if you run this Action once the Menu is already on? Does the menu pause the game, or is it shown during gameplay?
  • I may have a fix for this, to be included in AC's v1.82 update - PM me if you'd like to be involved in testing.
  • I may have a fix for this, to be included in AC's v1.82 update - PM me if you'd like to be involved in testing.
  • What Layer are the Triggers on? Mouse clicks on Hotspots will be blocked if a Collider on the Default layer - Trigger or not - is in the way. Adjusting the Z-position so that it's behind the Hotspot will get around this, but the cleanest way is to…
  • If the Plane Distance field won't show until a camera is assigned, drop the prefab into the scene, assign a Camera to show it, lower it to 0.15, apply the change to the prefab and remove from the scene. Is the whole UI prefab on the "Visible i…
  • Can you elaborate on the exact behaviour? Is this to say certain slots save, while others do nothing? Does this occur in the Editor as well? The length of time shouldn't be a factor, but the number of saves may.
  • I'd recommend scaling back and just testing with the first script - add the extras afterwards once it's working. Try it in a fresh scene with just a regular InputField - no AC involvement. If it's not the right approach, you'll need to consult the…
  • This adapted script should do the same thing for an AC-based Menu: using UnityEngine;using Steamworks;using AC;public class SteamDeckVirtualKeyboard : MonoBehaviour{ public string menuName = "Menu"; public string inputName = "I…
  • What's the game state at the time the Menu turns on - paused or gameplay? See the Manual's "Navigating menus directly" chapter - if you're in gameplay, you'll need to run the Engine: Manage systems Action to allow for direct navigation of…
  • Clicked save ID is just Save slot index renamed.
  • (Quote) The background image should always be drawn underneath all else, but other scene sprites (including the foreground image) in world space would be the best way - without custom shader approaches - to have 3D objects mix together with 2D.
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.