Welcome to the community, @paoloronk.
Thanks for the report - though I can't reproduce the issue.
Is this a case of previously-exisitng speech not being updated/removed, or speech created since the last gather process not being included? I'm assu…
What is the game's current "state"? You can learn this by enabling the AC Status box at the bottom of the Settings Manager. At runtime, it'll display the state in the upper-left corner of the window.
If you're in Gameplay and the cursor…
Recreated - looks like it's due to a change in AC made after the switch to v3.
To fix, open up the integration's AC_UCC_Character script and replace the OnEnable/OnDisable function block with:
private void OnEnable(){ EventManager.OnEnterGameSt…
You can use:
KickStarter.cursorManager.waitIcon.ReplaceTexture (emptyTexture);
Where "emptyTexture" as a public Texture2D variable, set in the Inspector to an invisible texture.
Welcome to the community, @DankShellz.
IsActivePlayer is the correct function - but I suspect it's being called on the wrong object.
When Unity spawns a prefab into the scene, this copy is technically a separate object. It's the scene instance - …
You can use the Menu: Change state Action to turn on your Options menu. You can call this as part of a Button element's ActionList when click asset file.
A tutorial on creating a title-screen Menu can be found here.
Perhaps the use of the word "Toggle" in the Action's name is misleading - because its enabled state is set by the New state field, as opposed to automatically being inverted.
To make an Active Input enabled, check this box.
Thanks for the details.
If I'm understanding things correctly, you should be able to prevent this with the Categories.
If you check Limit by category? in the InventoryBox menu element, items in non-selected categories won't be displayed. You may …
The data suggests that the Music state isn't being recorded - only what was previously playing.
I can't recreate the issue, however - neither in v1.70.4 nor in the latest release.
You say this only occurs in certain scenes - is there a pattern to …
Do both Menus have their Source property set to Adventure Creator?
This option renders a Menu using Unity's ImGUI system, which has been known to have colour space issues.
You can try altering your Project's "Color Space" in the Project …
Version 1.80.2:
Upgrade notes
* The Player script's SetHotspotHeadTurnLock function has been replaced with the LockHotspotHeadTurning property
* The PlayerMenus script's SetManualSaveLock function has been replaced with
* Added: "Hotspot: Che…
It is the same shape as the hole - I can only assume the two are linked.
Check your Console for related messages, and try rebuilding both the NavMesh and the Hole with reset Transforms (i.e. Position, Rotation and Scale values cleared to their defa…
I'll need details on how items are being selected in the scene - typically these are selected from the Inventory only.
Are you using the Inventory: Select Action to force the selection of an item?
The "Size" option is only available for AC Menus - i.e. those that have their Source set to Adventure Creator. You can ignore it - as I recommend the use of Unity UI anyway.
With Unity UI-based Menus, styling/layout control is handled by…
Welcome to the community, @catface.
The choices will be displayed in the Conversation menu. You should have a default Conversation menu to work with - but it's Appear type will need to be set to During Conversation for it to display at the right t…
Welcome to the community, @mohut.
Currently, this would require the use of scripting - to store such data in a separate component, that then links to the Objective via its ID number.
For example:
using UnityEngine;using AC;public class Additional…