You'd need to move the "Admire this", "Talk to" text to the Cursor Manager, listed under individual Cursor icons.
That way, you can have the Hotspot "book" rely on a Use interaction mapped to "Admire this", e…
It should just be a case of adding the Shift buttons manually to the Menu.
Add a new Button element, set its Click type to Offset Element Slot, have it reference the SavesList element and have it shift e.g. Forward by 6.
Clicking it should then gi…
Thanks for the details.
It does sound like a conflict of some sort - though the ControlsReader script generally doesn't affect anything outside of it, only reading data.
A few things to try - these won't be the "answer", but may help get…
Welcome to the community, @M_Maks.
This may be down to the pathfinding recalculation taking a few frames to update.
Could you share a screenshot of your scene's NavMesh - both in the scene, and its Inspector?
AC provides two pathfinding algorithm…
Unchecking Unfreeze 'Pause' menus? should allow for this - I've tested this with both Engine: Wait and Camera: Fade, and they run correctly on my end.
With the Camera: Fade Action, however: you'll need to set the Behaviour when paused to Continue t…
Interesting suggestion, thanks for the detailed explanation of your use-case.
It's a good idea in principle, though I do imagine adding a fourth variable source would add confusion to new users. There's also the issue of saving/loading such data, …
Welcome to the communitym @jumadsen.
I've given things a try on my end, and the Log was printing for both input types. Have you mapped each input to their respective Control Scheme in the Input Actions window? If you can share screenshots of the …
(Quote)
Yep, sounds good.
You wouldn't need to attach the GameObject to any specific scene, however, as it won't make direct references to any specific objects. What you can do instead is attach it to a new Empty GameObject, make that a prefab, re…
The screenshot-recording process involves two steps: taking the screenshot itself, and writing it to disk.
You can try using Unity's Profiler to work out exactly which process/function is causing the holdup (share screenshots if so), but if you've …
No problem - it's less a bug, I'd say, and more of an oversight. You're quite right to expect that the start state should be respected upon spawning.
I'll see this addressed as part of v1.81.5.
The item labels should be displayed in your Hotspot label/menu, which will need to be unlocked at the time.
As the order in which Menus are listed in the Menu Manager also determines the order in which they are processeed, you'll also need to ensur…
A tutorial on custom Actions can be found here, but I'd recommend going with an approach that can involve an Animator component (attached to a Unity UI-based Menu or otherwise). That way, you can use the Object: Animate Action to control it.
It's an interesting and unique interface, and I've had a bit of a think about the best approach. A bit of scripting will be necessary in any case, but shouldn't be too much.
Essentially it boils down to either the use of Interaction icons (as list…
Thanks for the explanation.
With Unity UI: I'd say go with the Canvas Group approach, rather than "hiding" the Button to control its Interactablity.
With AC: you can't prevent individual elements from being directly-navigable, but you co…
View the bottom of the Inspector of your EventSystem object, listed in the Hierarchy at runtime. This will show the currently-selected UI object - what does it show at the time?
I can't recreate the issue on my end - the component is updated as intended.
To be clear: the component is present on a GameObject in a dedicated scene? What are your AC/Unity versions?
Have you tried adding in a Debug.Log function to SetTranslat…