The behaviour will be different, even if it doesn't work. What's the exact behaviour you're getting now, and what do the Speech Manager - and Char Manager component - look like after gathering speech text?
One thing to bear in mind is that you'll …
The RectTransform boundary will be used as a reference for whether or not the Menu is off-screen. You'll need to make sure that this encompasses the space that the visible speech bubble takes up.
Alternatively, as yours is a 2D game, you can assig…
Welcome to the community, @jeremylullaby.
Thanks for the details - I'll attempt a recreation and see if I can produce the same results. Is yours a Direct-controlled game?
Quick thought: does either unchecking Do collisions? or setting Distance ac…
I'll need to update the tutorial with the changes made to the Footstep Sounds system in v1.81 - thanks for the reminder.
However, this component is intended as an alternative to the clips assigned directly in the Player component. If you use Foots…
Thanks - it may be related to the use of "Unity UI" for your Cursor rendering field.
Can you share an image of your CursorUI prefab (assigned in the Cursor Manager), and also see if the issue remains upon switching this field to "Sof…
Open up the script associated with the component on your JoystickUI prefab.
If you are using the Download one, you may need to re-grab it as the necessary changes made to it may have been made after you last did so.
The other way to go about this,…
How is the "i" key linked to the Inventory menu? Via Active Inputs, or the Menu's Appear type being set to On Input Key?
If Active Inputs, you can use the Input: Toggle active Action to temporarily disable inputs.
If "On Input Key&…
What's your Menu's Source set to?
If Adventure Creator, you can set the Size to Automatic to have it resize, but if using Unity UI (recommended), you can make use of Unity's Content Size Fitter component to alter the size of your UI prefab based on…
What are your AC/Unity versions, and what is your Cursor Manager's "Cursor rendering" field set to?
Assigning a "Cursor (optional)" graphic is the intended way to have the selected cursor be a different graphic to the one shown …
A Button element can be set to change the mouse cursor when hovering over it, but you could also use a Hotspot - possibly parented to the MainCamera - that has no Interaction ActionList assigned, but does have an associated Use icon that the mouse c…
Is the video being played from a Video Player component? The behaviour will be a part of that component.
You can have a script hook into the OnApplicationFocus to manually pause the video, but AC wouldn't be invovled.
Add an intermediate empty object as mentioned above - that way, you can control the position of the speech bubble independently of the RectTransform boundary.
Also worth mentioning: a ready-made speech bubble UI template is available on the Downloa…
Does the item get added properly when running the Inventory: Add or remove Action, and is the item's Slot capacity set to at least 10?
Try this instead of the above:
int amount = 1;KickStarter.runtimeInventory.PlayerInvCollection.Add (new InvInsta…
AC will automatically check that the mouse is over an AC menu when also over a Hotspot.
You can check the Settings Manager's Unity UI blocks interaction and movement? option to have the same be performed for non-AC menus.
Making a Graphic element invisible will, currently, disable the entire GameObject - but that shouldn't affect its ability to become visible again.
Can you share the full warning message you mentioned, as well as a screenshot of the SFXGraphicOff's …
Unity UI-based Menus are repositioned by affecting the assigned "RectTransform boundary" object. You'll need to assign an appropriate object (either TextBox going by your video, or an intermediate empty object between that and the Canvas …
The Joystick and EffectScaler properties are currently read-only, but I can look into making them publicly accessible.
What's the scenario, and are you referring to the legacy one available on the Downloads page, or the built-in one available withi…
You can find all instances of the RuntimeInventory's Add function in the Scripting Guide here.
I'm not clear on your meaning. Are you looking to stack multiple items into the same slot?
If possible, please share screenshots that illustrate the be…