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ChrisIceBox

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ChrisIceBox
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  • It isn't intended for use with connected joints. What is the actual behaviour you're getting? Any video you can share will be of help.
  • (Quote) You typically want to be sparing with this, as it'll cause any Menu that shows during gameplay to be navigable. This'll include the InGame menu from AC's default interface. Depending on your game's design, it may be fine to have it be set …
  • Is that to say you're using AC's Input System integration template? The Event System prefab used for this is assigned at the top of the Menu Manager. If you select this, check the touch-screen settings, and that the touch inputs are assigned to th…
  • Looks like this may be coming from a GameCamera Array that has no nodes - or one that has nodes but no associated Camera. Might this be the case?
  • What animation engine does your character use? If your animation is controlled by Animator Transitions, be sure to uncheck Has Exit Time so that the position in the current animation is irrelevant.
  • (Quote) Yes - you need to ensure that your scenes do not have an Event System object. It one is present, this will override the one that AC spawns (whether that be its default one, or the assigned prefab). It's important to know that Unity likes t…
  • You don't need the Button to have an ActionList on click asset - this script, CombineNewItem.cs, should handle it: using UnityEngine;using AC;public class CombineNewItem : MonoBehaviour{ void OnEnable() => EventManager.OnInventoryDeselect_Alt…
  • The Always fit within screen? option works by adjusting the Menu's RectTransform boundary - which is typically the first immediate child of the Canvas, and the shared parent of any visual elements that make up the Menu. If your Text box is the Canv…
  • What are you using for your game's Input handling - Input System or Input Manager - and are you using a custom Event System (i.e one present in the scene file)?
  • "Both" is best used as a fallback when Input System is used, but some remnants of Input Manager remain. It should be set to Old, but that likely won't be enough. The real issue is that the Event System is not the AC one. If it's not in …
  • As in, you'd like the item icon inside the New Item window to act like a regular Inventory item when dropping other items onto it? The tutorial involves creating a Graphic element that displays the newly-added Item's texture - it's not an Inventory…
  • This isn't so much an AC topic as it is a Unity UI one, but if you attach the Layout Element component to the chid, you can check Min Width and give it a small value for shorter lines, e.g. 300. With the Content Size Fitter's Horizontal Fit set to …
  • And this Event System - is this a part of the scene file? It is not using any of AC's input code. The Event System being used here is for Input Manager - but it's giving a warning about Input System being used instead. What is your Active input h…
  • (Quote) Added a new scene -> build -> then realized the new scene is not a good idea and deleted it -> build again. Would this cause the old save files that are saved before adding the new scene not work even after the new scene is deleted?…
  • Can you share screenshots that illustrate the issue? Are you using Unity UI for your Menus, and what is your Cursor rendering set to?
  • Thanks for the details. (Quote) This is to say: certain speech lines will always have this issue, while others never will? Are you relying on text tokens of any kind? If you can PM me your Menu Manager, the font being used, and an ActionList that…
  • The Menu uses Unity UI, I take it. It is not clear from your video if the Event System is being generated by the Menu Manager. What is its full Inspector? The image link gives me a "file does not exist" page.
  • Are you locking the cursor when under direct control, and are you letting AC spawn its own Event System? ACs Event System includes the Optional Mouse Input Module, which - for Input Manager - should prevent mouse input when the current game state a…
  • What does the NavMesh look like with the hole cut out? If you use a hole to cut off the end of a NavMesh, the results can be a bit finnicky. The most reliable approach is to indeed create a second NavMesh and switch between them. What was the iss…
  • You're on the right track. Use the Menu: Change state Action's Lock Menu command - locking a Menu prevents it from showing when its regular "Appear type" condition is met.
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