Welcome to the community, @StitchesStitches.
It should be right underneath - what are your AC and Unity versions, and could you share a screenshot to show exactly how it looks?
If need be, you could switch the Inspector window to "Debug"…
AC's Triggers rely on OnTriggerEnter calls - so they'll work with any collider that supports that. Box, Sphere, Capsule colliders should be just fine - though IIRC Mesh Colliders require "Convex" to be checked.
AC Timers are updated as part of the StateHandler's Update loop, so their performance isn't anything to worry about. I don't know exactly what Actions you're running, or how often, though.
Of course, a custom, dedicated, script that can cache vari…
Welcome to the community, @7ofSummers.
The stack amount from the cursor can be removed from the cursor by going to the Cursor Manager's "Count display style" field and setting the Size to 0.
To show this count within the Inventory menu, …
What's the Menu's Source? Switch to Unity UI if it's not already, as it offers much more control over how its appearance varies with resolution.
If you're dealing with forced aspect ratio, you'll likely also need to attach the Auto Correct UI Dime…
In essence, it sounds you're looking to check if the Player is currently moving at the time.
That should be do-able with the following custom Action:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] …
It may be something more along these lines:
using UnityEngine;using AC;public class VerbCoin : MonoBehaviour{ public float maxHoldTime = 0.5f; private float heldTime; private void Update () { if (Input.GetMouseButton (0) &&am…
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Apologies - that should have been Loop is checked.
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Is it possible that's an issue with the scene's NavMesh? Unless the Animator is affecting the root position, it shouldn't interfere with pathfinding.
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The Animator can be o…
As in, the characters should avoid the Player?
There isn't a built-in option for that, but I'm not sure how you're moving the NPCs in the first place - if you can share details/screenshots showing the situation, I'll see if I can make any suggestio…
When building a Unity UI based Menu, AC is only dealing with its functionality (i.e. when it appears, what happens when clicked), but its appearance is handled by Unity's UI components.
There should be no need to involve UI Toolkit - how your Image…
Make sure that Has Exit Time is unchecked in your transitions, and that Loop is unchecked in the Animation Clip inspectors.
If it still has the issue afterwards, share a longer video with the Animator open while it occurs.
Should the Interaction menu appear while the minigame is ongoing?
If you have a way to check if the minigame is running (if its a Menu, use "Menu: Check state", otherwise use a variable), then you could precede any Interaction menu-openin…
You need to make sure that the Conversation referenced in your ActionLists is the one in the scene - not the original prefab.
You can still assign the prefab in your lists, but the Constant ID will need to be consistent as this is how it will "…
The fix involved a number of different files - I'd start with copying over the ActionRunActionList, ActionListManager, and Conversation scripts from the latest release and see if that compiles.
I need to be clear: is the original issue of items becoming selected at the wrong time now resolved, such that the only remaining issue your following request?
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using UnityEngine;using System.Collections;using AC;public class VerbCoin : Mono…
The issues with the ActionList: Run Action running nested Conversations were discussed most recently here.
It looks like your topic overlaps that discussion, which should be resolved in the latest release, v1.81.3.
For a Conversation's state to be saved, it needs:
* To be present in the scene
* To have a Remember Conversation component attached
Upon restarting (via the Engine: End game Action), all scene save data will be reset.
Are the above conditions bot…
As the issue is one in motion, the screenshots aren't enough to fully demonstrate the issue.
Does the issue persist if you remove the NPC components? I'm not seeing a direct involvement with AC - if the positions are being updated through root mot…
Welcome to the community, @Gou.
A custom script should not be necessary - the "Use Icon" refers to the icon of each Hotspot's first-enabled "Use interaction", which should be "Look at" in your provided screenshot.
Try…