After:
// LMB is held down over a Hotspot or inventory item, during gameplay, and when no Interaction menu is showing
You can insert the following to prevent any more code running if an Inventory item is selected:
if (KickStarter.runtimeInventory…
I can't recreate such an issue - no changes made to the Music system were made recently.
Which version did you update from, and does the 3D Demo play with sound correctly?
Sorry, I'm not 100% clear on your meaning - is this to say that an item gets selected when clicking in the Menu, before the hold time has completed? I can't reproduce such an issue in the current release.
Could you share screenshots of your Menu, …
Welcome to the community, @mrmasseno.
Looks like you've found a slight quirk with the "Override options?" feature - thanks for the report.
To fix this, open up AC's Conversation script and look for the following code block inside the Run…
Open up the AttatchmentPoint script once more and add the following towards the bottom (inside the AttachmentPointData class):
public AttachmentPointData () { }
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The ActionLists that they run can be re-used, but the events listed in the Edi…
It's working on my end - try moving the Footstep Sounds component to the root object. If sounds are being played automatically, it doesn't need to be on the same object as your Animator.
You can delete unwanted saves within the Save File Manager, but indeed - new save files should work.
What's the exact error message that appears when attempting new saves, having made the addition to the AttachmentPoint script?
It may be that the …
Recreated, thanks.
It's down to Raycasting coming from the component's GameObject (in this case, the first-person camera) as opposed to the character's position.
I'll amend this, but in the meantime you can get by with raising the Ray length to 5.
Text Mesh Pro integration is now a per-Menu option. You'll need to check Use TMPro components in each Menu's properties to make use of it.
v1.80 was a large update and had a number of such changes made to it. See the update's "Upgrade notes&…
Journals and Documents can now both have Textures associated with their pages, yes - but adding Journal pages at runtime (with the Menu: Change state Action) is limited to text-only.
What you could do is have your Journal contain all of the pages b…
I'm not clear of the "Position (world)" annotations in the screenshot - is this to say that the Transform component values are local, with the GameCamera being attached to a moving object?
Test the behaviour with no parent, if so - as it …
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Thanks for the report. To have this work for both old and new Input systems, replace the line with:
if (KickStarter.playerInput.GetMouseState () == MouseState.SingleClick)
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The Unity UI Cursor's appearance can be updated in two way…
This may be a raycasting issue. Configure the Footstep Sounds component's Layer mask field to match that of the ground colliders it should be detecting.
It may be that a couple of factors are at play.
Firstly, in reference the error reported, open up AC's AttachmentPoint script and add the following inside the class (e.g. around line 37):
public AttachmentPoint () {}
In relation to viewing the Sa…
It sounds like it was related to the Player tab in your Project settings.
Unity requires a restart before this tab's Active Input Handling property takes effect - so if you imported Input System without restarting, it would have continued to rely o…
If your game doesn't feature an on-screen Player at all, you don't need to assign one.
If desired, you can leave the Settings Manager's Player prefab field blank, and set the Movement method to None, to have a game without an on-screen Player. Inv…
The only potential reason I can think of is that the Rewired integration relies on "processed" input, rather than "raw" input, when navigating AC menus.
Normally, direct navigation of AC inputs involves reading the raw input - n…