Did you update Unity only - and not AC?
The errors suggest that your Actions scripts are from a more recent version of AC than the base class, Action.cs. The use of Category and Title overrides, mentioned in your Console, were introduced in v1.73.
Are you relying on the "Unity UI" cursor rendering option at the top of your Cursor Manager? When this is the case, you'll need to similarly rely on Unity UI for your Menus.
This is because "AC" menus are drawn using Unity's Im…
Thanks for the details. It's a good use-case that I'd like to be possible without hassle.
I've updated the "Item arranging" package with a fix for this - give it a try.
Once you use Player Vicinity detection, Hotspots are no longer interactive if they're not within the Player's Hotspot Detector.
Make sure that Place distant Hotspots on different layer? is unchecked when this mode is active, but you should avoid al…
Sounds like it's down to the Use '_Editor' prefix for Editor save files? option being enabled.
This option causes AC to separate build- and editor-save games - so that you can safely test out the save system in the Editor without affecting saves ma…
The most common cause of this issue - provided the Hotspot is close enough - is that there's another collider on the Default layer in between it and the MainCamera.
AC's Hotspot-detection raycasts occurs in the PlayerInteraction script's CheckForHo…
The script is self-contained: it hooks into the OnMenuTurnOn custom event, which kicks in automatically. You don't need to use Object: Send message.
The component in your screenshot isn't enabled, however - make sure it's enabled and present in th…
Welcome to the community, @Kafluffle.
The Arranging Puzzle template is designed such that a "slot" can only be occupied by one "piece" at a time.
On a technical level: when a piece is placed on a slot, the slot Hotspot is de-ac…
Thanks for the details.
I suspect the "wharf turning white" issue is related to the original - there's something clearly screwy with the MatteShadow material in your project.
Unfortunately, I cannot recreate either problem in Unity 2022.…
If the default Inventory menu works in your own asset, then yes - probably best to delete the old and re-style this copy.
I can't tell from the screenshots why this would be - but keep an eye on things and let me know if this occurs again.
You can attach this script (AnyCursorWalk.cs) to your scene to get this behaviour:
using UnityEngine;using AC;public class AnyCursorWalk : MonoBehaviour{ void Update () { if (KickStarter.playerInput.GetMouseState () == MouseState.Singl…
Welcome to the community @AlexShlykov.
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Subtitles and Conversation options are typically placed in their own Menus, so that they can separately be displayed at the correct time (see the "Appear type" property in the default Menus f…
It may be that a simple custom script can handle this. The exact method, however, would be based on your settings.
Could you share a screenshot of your Settings Manager's "Interface" panel, as well as your AC/Unity versions?
By "click to move animator controller", are you referring to AC's Point And Click movement method? Apologies if that sounds pedantic - I just need to know if you mean you're relying on a third-party controller.
The new "Surfaces&quo…
I'm not seeing the sprite sheet you mentioned - bear in mind that the forum doesn't support hosting. If you upload to e.g. imgur.com, however, you can share the link to it here.
Your title mentions the Interaction menu, but your description deals …
Thanks for the details.
v1.77.2 is a very old version - are you not able to update?
I'm not seeing any obvious issue from the screenshots - the Menu accepts input, and the InventoryBox accepts item selection.
We can see if it's an issue with your…
Welcome to the community, @docark.
It may be that the original shader code isn't quite right for the more recent version of Unity than the one it was originally written for - thanks for raising the issue here.
I've updated the TutorialFiles packag…