What's your Interaction method? Is your Inventory box displayed as part of an Interaction menu? Inventory interactions are typically one or the other - they'll either always run an item's interaction, or a Hotspot's.
To have a hybrid, you'd need …
If you use Unity UI for your Cursor's rendering, you can attach a script that controls a Canvas Group's Alpha value to fade it out after a set time.
Something along these lines would do it:
using UnityEngine;using AC;public class NANTest : MonoBeh…
What are your AC/Unity versions, what is your "Cursor rendering" set to, and what are the full settings of the cursor's texture? Screenshots of this, your Cursor Manager, and the issue occuring will help clarify the issue.
To be clear: this is as displayed in the Menu, as opposed to the Save File Manager?
Does the label appear correct itself after a restart of the game, before Autosaving again?
Save game labels are stored in the Options data, so that they can be accessed without having to load the save files themselves.
To have this work across machines, you'd need to also transfer this data - but it would mean their own options / profile…
Welcome to the community, @boomstick138.
The First Person player prefab is now integrated into AC itself - it can be installed as a Template using the New Game Wizard.
To install into an existing game, run the New Game Wizard via the top toolbar, …
It looks like this is a case of the Graphic correctly linking - as AC is affecting the assigned Image.
The issue is that there is no texture assigned in the Graphic element's "Texture" field. At runtime, AC will apply this texture to the…
I'll need more details - what save file handler / format are you using, if not the default, and do they appear correct after a restart? Please start a new thread for this.
You can use scripting to override the drag behaviour, but it's a case of calling the GetHeldObjectData function, which returns a class that lets you modify the properties / override drag input of that particular instance.
A script on the AC wiki th…
Firstly, switch over to Unity UI as the Menu's Source. The built-in "Adventure Creator" option is really best suited to rapid prototyping at this point.
With Unity UI, each Dialogue Option slot is linked to a Button - and AC will control…
That'll work, but if your game makes use of Audio Mixer Groups, you can forego the Sound component and just assign your Speech mixer to the Button's AudioSource.
Speech lines will always have the ability to assign audio to them, but unchecking Auto-play speech audio files? in the Speech Manager will prevent them from being searched for and played back automatically.