Please try to create separate threads when posting unrelated issues in future - it helps others to find them when they encounter similar questions.
Does the Label element that shows the wrong text have its Objective text property set to Description…
If the lights are baked into the lightmap, it would have to be a case of altering/swapping out the lightmap.
There are a few approaches to this concept, here for example. However, as AC doesn't override any of Unity's light rendering techniques it…
You can add non-AC lines to the Speech Manager by implementing AC's ITranslatable interface - see the Manual's "Custom translatables" chapter, as well as the "Custom Translatable Example" script, for details.
The Speech Manager …
Looks like there are a couple of issues, depending on whether your Interaction blocks gameplay or not.
I'll fix both for the next release, but you should be able to fix it when Interactions block gameplay by opening up the NineVerbsInterface script…
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Triggers have two means of detecting objects.
Set its Detection method to Transform Position, and detection will be based on the origin position of the Player - the Rigidbody is not necessary.
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I'm not clear - is this in an effort t…
It's a case of no "Render Camera" assigned in the component, which isn't possible in the prefab as the MainCamera is part of the scene.
You just need a script that assigns this at runtime:
using UnityEngine;public class AssignCameraToCan…
Welcome to the community, @ch4run.
You're doing nothing wrong - it looks like a bug with the Nine Verbs interface.
I've recreated the issue and will look into it. I will update this thread with my findings, thanks for the bug report and apologies…
I understood your issue - my suggestion is a workaround to the lack of an "Add to front" option for Documents.
I can certainly look into providing such an option in an update, but the ReverseVerticalLayoutGroup component I linked to above…
Did you opt to import the default AC interface when running the New Game Wizard? That should give you some default cursor icons.
If not, you can create them manually within the Cursor Manager. Just scroll down to the "Interaction icons"…
Check that the GameObject with the floor's Collider is on the NavMesh layer - in the 3D Tutorial's case, this should be the "Platform" object.
A text tutorial on setting up a 3D scene's navigation can be found here.
See the "Upgrade notes" section for v1.80 - there's been a number of important changes in this major release.
Text Mesh Pro support is now a per-Menu option. Check Use TMPro components? in each Menu's Properties panel to have it refer to…
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I need to look into providing a Copy function of sorts.
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You'd need to switch - but I recommend doing so anyway as Unity UI menus offer more styling flexibility, with AC menus generally better for rapid-prototyping.
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Having a…
It sounds like you just need to attach the "Set Interaction Parameters" component to the Hotspot - which allows you to assign values to all parameters associated with a given interaction.
Thanks for the details.
I've recreated the issue, but there appear to be issues with Unity's ability to extract files/classes from the Package folder in the same way they can be from Assets.
A few notes / suggestions:
* Copying the Autosave is feasible, but - unless I'm misunderstanding - would need the game to be saved before each time you open the Menu, regardless of whether or not the user ultimately chooses to.
* ActionLists will c…
Welcome to the community, @MikeH.
The Hotspot label can be used to help inform the user if a Hotspot is selected, but to specifically show an icon: there's a couple of ways to do it.
The "quick-and-dirty" method is to create a separate M…
Thanks, and apologies once more.
In MenuElement, find the Shift function starting line 975, and insert the following at the top, line 977:
if (canBeLooped && arraySize < maxSlots) return;
There is also an issue with the Shift Left/Righ…
Inventory items can be placed in the scene via the Inventory: Scene item Action - see this tutorial. However, AC itself isn't geared specifically towards the game style you're describing.
It is possible to limit the use of Inventory items on certa…
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In the case of Objectives and Documents: AC records the "active" ones independently of when/how they might be displayed. To remove their display, you'll need to manually de-select them via the DeselectObjective and CloseDocument f…