The Speech Actions in the screenshot all have IDs assigned - do they appear in the Speech Manager when filtering to those specific ID numbers?
How is the ActionList referenced at runtime?
Thanks for clarifying.
Selection and simulating a click on a menu element are separate operations - you can do the latter by invoking an element's ProcessClick function.
Currently, it's not possible to extract from an InventoryBox element which Ob…
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I can't reproduce the issue in v1.65.2 either - are you relying on any other custom scripts that may be causing the item to become selected?
This script, placed in the scene, will display a log in the Console when an item becomes selected. …
Are you deriving from ActionSpeech?
Try flagging the original GetNumTranslatables as virtual, and then your own as override.
If that fails, share the script in full.
What is the error, exactly?
The Variable's value shouldn't change when loading a save-game - it's part of the Options Data so is independent of individual saves.
If it's value is correct, it may be an issue with the colorAdjustments variable. Try…
The Select after? should cause the Objective to become selected - but bear in mind that the default Objectives menu actually hides the selected Objective elements (i.e. Title/State labels etc) as it turns on.
You'd need to remove that logic (set in…
If your Menu relies on Unity UI, you can attach an Animator to the Button to have it rely on animation for its normal/selected etc states.
To have it then play a custom animation, you can then rely on the Object: Animate Action as normal to trigger…
Welcome to the community, @gamesNstruff.
During the "Gather text" process, the Speech Manager will search for Actions (and MonoBehaviours) that impement the ITranslatable interface.
You can find more details on this in the Manual's "…