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Having the ActionList set to Run In Background should achieve this - but you may also want to consider use of the "Constrained First Person camera" script on the A wiki, which allows for free-aiming outside of the First Person move…
When using Unity UI (TMPro or otherwise), the "Already chosen" colour is applied to the Button's Normal Color, used when its Transition is set to Color Tint.
What object ultimately gets affected is down to the Button's "Target" …
If they played correctly the first time, I can't see why they'd have trouble a second - unless their Speech Manager entries have Only say once? checked. Do any related messages appear in the Console?
As an aside: if you're looking to create a cuts…
Does your Pause menu pause the game? The labels should disappear if so.
If you could you share a screenshots of your Pause menu, and your Settings/Cursor managers, that'll help me understand the situation better.
If it's a case of needing to alte…
The field requires a Text component - the default component for displaying text with Unity UI.
You can drag in a TextMesh Pro U GUI component if your UI prefab relies on it, but you'll first need to check Use TMPro components? in the Menu's propert…
I played around with the asset on my end and couldn't recreate such an issue. Aside from the included script that changes the colours, it looks like it's just a shader. I can't see how AC would be affecting it.
Unchecking that option will prevent the Locale from switching when the AC language is changed.
The script will set the default language to the system's language, but it should still be able to run with the option checked.
Though the "Restart Game" command ought to clear the scene's data, the Prologue scene may not need to hold any Remember components that store data if it's only used for a pre-set animation. If there's a Remember Visibility on your sprite,…
Recreated, thanks.
Open up AC's PlayerMenus script, and add the following function:
void OnApplicationFocus (bool focus){ if (focus) RecalculateAll ();}
I'm not familiar with the asset - to be clear: this only occurs when loading a save that was recorded in a different scene to the one you load from?
I can't think of anything related to AC's save-loading process that would cause a conflict, but if …
Where are the labels displayed?
You can opt to turn off / lock a Menu, or hide a specific element within a Menu, with the Menu: Change state Action. This could be run as part of your Pause menu's ActionList when turn on asset.
It sounds like the Menu is in "direct navigation" mode. Check that Directly-navigate Menus during Conversations? is unchecked at the top of the Menu Manager.
The Manual's "Navigating menus directly" chapter covers the rules by …
The animation should end naturally due to the Transition from the "take book" animation back to the Blend Tree. Check that this is present, with no conditions other than "Has Exit Time" being checked.
The Auto Correct UI Dimensions component has its Transform to control field set to the Canvas root object - this should be instead left blank, so that it defaults to the Panel, i.e. the RectTransform boundary.
It'd be worth removing this component …
Check that your scene added to the Build Settings. This operation is a game-wide process, it's not limited to the specific scene that's currently open.
A notice to alert the user in this situation would be helpful, I think. Thanks for raising the…