For a more general approach, I'd say it's better to deal with the UI Button objects directly, as opposed to the AC content that they represent.
If you set the When invisible field to Disable Object, then unused Buttons will be de-activated, allowin…
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The menu's Canvas prefab, InputsUI, has the Input Remapper component on its root. For each remap, you need to supply the action, a UI Button, and the binding index.
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Thanks for the details, but I'd need to be able to experience the …
I don't know if it's helpful here, but it is possible for AC to store custom global data within Global String variables. Perhaps the other assets can store their data within these, so that you can store all data within a single AC save-file?
No problem. If you find you need that box to be checked for other reasons, you can select the Event System in your scene and view its Inspector when this occurs. At the bottom, it should list the object that the pointer is currently over, causing …
Welcome to the community, @darbotron.
Yep, you've found them both - those are the two methods that AC stores data.
The Manual's "Custom save formats and handling" chapter covers how custom implementations can be hooked up to override AC'…
I'm afraid I'm not clear on which issue the video is reporting - is it that you're not able to mouse over Hotspots after closing the menu?
If Hotspots have become non-detectable, the two main potential culprits are that the mouse considers itself t…
Glad it's working, thanks for the details!
If you want to learn more about how AC logic can be prefabbed, this tutorial covers the workflow with a few examples.
Welcome to the community, @WRDwyer. Apologies for the trouble.
Is the "Torch Holder" the same object that has the Hotspot component? I suspect this might be a case of the Hotspot setting its own GameObject to the parameter.
If you view…
Backing up first, the Speech Manager's "Reset text" should undo changes made by the "Gather text" button - searching your game's projects and clearing any translation IDs that it finds.
Congrats on your game's release!
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If you removed an Action referenced by the Menu's Input Remapper component, then you'll need to remove its entry there. I'll see if it can just ignore empty fields, however.
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Yes - the Maps are just there to help categories Actions.…
If this always occurs in the same scene, is there anything unique to that scene that might cause it to behave differently?
If you previously had an issue with languages disappearing, which language index are your players who experience this issue u…
Is this part of the Item's own set of Interactions?
Set Inventory Interaction Parameters will take effect before the Interaction itself, provided that it's already present in the scene.
However, it also requires the specific Item to be assigned - …
You mention first-person - are you specifically using the first-person camera / movement mode, or is it just a Standard 3D camera?
There hasn't been any recent change to a camera's "Follow cursor" option, though there are now two input ha…
The issue occurs when the text is so long that it spans the full width of the screen. It's a case of Unity's provided Content Size Fitter not being able to set a maximum width.
To get around this, use the ContentSizeFitterEx script provided here o…
Fire input detection by the Combat example isn't handled by ActionList - it's handled by the PlayerCombat script. Specifically, this line:
if (KickStarter.playerInput.InputGetButtonDown ("Fire1"))
Removing "Down" will cause it…
I do not recognise what's being displayed in the Canvas root object - is this being parented to another object? Why is the GameObject disabled?
If you PM me the Menu Manager and CanvasBen prefab, I will take a look.
If you have a freezing behaviour, try using the AC Status box to see if it indicates the cause.
If you want to include the Direct navigate when paused? option in your script, you can do that with:
KickStarter.playerInput.CanKeyboardControlMenusDur…
Yes - you can add this script to an empty GameObject, make it a prefab, and then spawn it when the game begins by running an Object: Add or remove Action in the Scene: Begin game event in the Events Editor.
If the prefab also has the Survive scene …