The Object: Add or remove Action can accept Inventory Item parameters, but it'll instead look to the item's dedicated Linked prefab field, not a Property defined in the Properties tab.
This field can be found just above its Main graphic field in th…
It'd be down to what the value is of your "CurrentHint" parameter at the time the list is run.
Are you setting it inside the ActionList: Run Action, or by some other means?
If "CurrentHint" is set to an object in the scene, it …
Welcome to the community, @BokeTsukkomi.
Admittedly I'm looking at the ActionList out of context, but I'm not sure I follow the lists logic. The first Action runs a null-check on "HotspotPosition", but its then "CurrentHint" th…
Welcome to the community, @digistrats.
The method of reading Lipsync files and Audio files are always the same: if you're using Addressables for audio, you'll similarly need to use Addressables for lipsyncing.
You should fine that the Speech Manag…
Sorry, I'm not following your description too well. You say you can't move the sliders - is that literal, or are you getting incorrect values?
As you mention steps, I take it you're using a Unity UI Slider component? What is the exact behvaviour …
The script shouldn't require a "Use" ActionList - it should kick in at the moment the Inventory gets selected.
Place a Debug.Log statment inside the OnInventorySelect function, i.e.:
Debug.Log ("Selected " + invInstance.ItemLab…
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Yes - the data related to options is part of the Conversation, not the Action that runs it.
It's possible to clear this data through scripting - if your NPC conversations were sequential (i.e. you didn't return to NPC A after speaking with …
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I don't see it coming to that, but I'll need to be able to recreate the issue on my end.
As copying your Inventory into the Demo works, I'll need your full Menu manager - all UI assets included.
The easiest way to provide this is to tempor…
I think this is a case of trouble caused by trying to extend AC's drag camera with additional features, while also looking to add yet more once all were working together.
IMO, it's best to start over with a fresh camera script - and focus purely on…
I couldn't see the top of your own Menu Manager - are you assigning a custom Event System prefab, or are any custom scripts attached to the InventoryUI?
I think the next logical test is that of the reverse - i.e. copy your own Inventory menu into t…
I'd like for this to be possible with the Events Editor and the Hotspot: Run Interaction Action. Currently, however, you can't define the Inventory interaction to run if you're using a Hotspot parameter. I'll see about amending this in v1.80.1.
I…
Unity doesn't allow componets to be edited together if they rely on custom editors, unless your Inspector is in Debug mode.
If you present the player with the same options multiple times, however, you don't need to create a separate Conversation ea…
There were a couple of drag-related fixed in between, but it's too long ago to recall exactly.
Does this occur if you use - not duplicate - the Demo's Menu Manager, setting the Inventory menu's Source to Unity Ui Prefab? I cannot recreate the issu…