If you can share more specific details about the error message you received, I can look into it.
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As in, clicking the "right" arrow scrolls to the next Document?
You can do this by keeping the InventoryBox that displays Documents …
The use of items elsewhere shouldn't impact anything - you can define Categories for items in the Inventory Manager, and then filter by Category in InventoryBox menu elements so that only certain types of items are shown in specific menus.
Built-in…
Thanks @incommunicado, QOL improvements have definitely been a focus of recent releases. Certainly, you're feedback about groups helped where attention was made.
AnimEngine files only reference AC's provided Actions - you wouldn't need to involve it with a custom Action. The regular way of having an Action run multiple frames - as outlined in the ActionTemplate script - applies here.
The AnimEngine_Spine s…
How is the Player being spawned in the scene? Via their "Start data" as set in the Player section of the Settings Manager, or through the Player: Teleport inactive Action?
A Player should always be spawned in at a PlayerStart - they shou…
You can hide the greyed-out icons, based on the Image above them being visible or not, with custom scripting:
using UnityEngine;using UnityEngine.UI;public class DocumentBackgroundImage : MonoBehaviour{ public Image mainImage, backgroundImage; …
If there's only once instance of this occuring (i.e. the Player can only perform this on one Bottle), the easiest way is just to rely on Global Bool Variables: "Added coke", "Added lemon" etc.
Otherwise, if you had e.g. multiple…
What are your AC and Unity versions?
The Global String variable is related to the remapping of inputs - it's only necessary if you rely on the Inputs menu to allow the user to change inputs. The included Readme file has more details.
Was the menu…
If you're referring to the tag associated with a Menu's UI Canvas prefab, you can do this with scripting:
void TurnOffMenusWithTag (string tag){ foreach (Menu menu in PlayerMenus.GetMenus ()) { if (menu.RuntimeCanvas && menu.Ru…
What's the intention? To show an "empty" sprite to fill up empty slots?
Set When slot is empty to Clear Content, and then add the empty sprites to the UI prefab as a separate chain in the Hierarchy, such that they are hidden underneath t…
You should be able to adapt the existing DocumentUI menu to appear like your AC menu - it's just a case of moving some things around, and deleting others.
If your Document doesn't have multiple pages, you can get rid of the Shift buttons (btnShiftL…
Does this also occur if you try to save the game in the big scene?
If AC is involved, it may be save-related. AC will save the state of the scene both when you save the game, and when you switch from it to open another scene.
It's hard to say wha…
It's a behaviour of Unity's ImGUI system, unfortunately.
Playing with the Project's Color space, and/or that of the Texture's format (as set in its Inspector), should improve the display - certainly the AC Menu system is intended for images as well…