It's not automatic - you'll need to use the Steamworks API and open the keyboard when you intend.
This could be automated when e.g. the user clicks/taps your UI Input field - something along these lines should do it:
using UnityEngine;using Steamw…
Ah, my fault again - sorry.
The icon property has been deprecated - cursorIcon is the one to use now:
var texture = element.GetDialogueOption(slotIndex).cursorIcon.texture;
I'm afraid I'm having trouble recreating this - could you PM me a cut-down scene file that has the issue, along with the graphic / ActionList assets involved?
You can use them, just bake your NavMesh such that stationary objects are included, so that the NavMesh itself doesn't go underneath them and the edges of the NavMesh surround them. When an NPC move to them, they'll then set their destination as th…
Unchecking Allow empty slots? will bring it in-line with the tutorial, so it should then work as covered there.
Whether you have this checked or unchecked is down to your design preference. You can have it checked, you'd just need to make the amen…
The earlier mention of Destination accuracy / Stopping Distance may be unnecessary - it looks like the cubes are blocking the NPC's ability to reach their intended destination.
You can prevent the Cube from interfering this way by checking Is Trigg…
Sorry, I'm not clear on what's going on with the cubes - are they obstacles you're clicking inside to have the Player attempt to move there? What does the NavMesh itself look like?
There's a difference with a character being blocked from moving so…
Sounds like all's set up correctly.
Check the depth the UI objects have from the camera - if you can share screenshots of the Cameras, the UI objects, and how things appear in the Scene window (at an angle), I'll see if I can spot what's wrong.
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Quite right, apologies.
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The white square will show for now by default, but we can sort that once we've got it working when hovering over options.
Does anything display in the Console if you place a Debug.Log statement inside OnPoin…
Your ConfirmSave ActionList doesn't include a Save: Save or load Action - how/when are you saving the game?
The issue may be to do with the "Slot index" parameter mapped to your ClickSave ActionList. I need to amend the tutorial to make …
Welcome to the community, @ladnah.
AC's "First Person" movement method is specifically designed for 3D games, as it involves a first-person camera, i.e. one that whose spin and pitch angles can be controlled by the player.
If you're look…
Image urls don't typically work from Dropbox - you can either share links as text, or upload to imgur.com and link from there.
Yes, try reducing the Destination accuracy, or the Stopping Distance.
Yes, the cursor is only optional depending on your settings.
You can lock the cursor by default in the Settings Manager's "Interface" panel. If your game is played without a mouse, switch your Input method to Keyboard Or Controller.
Men…
Welcome to the community, @VaporaLight7.
Do you also have AC's "NavMesh Agent Integration" component attached? How large is your character, in Unity units?
It may be a case of the stopping distance not matching up with AC's own "De…
It can be done via custom script - see the Manual's "Footstep sounds" chapter for details.
In the Footstep Sounds component, uncheck Auto-detect surface? and then add a custom script that hooks into OnRequestFootstepSounds event, which th…