Can you share a screenshot of your Player's full Inspector?
My hunch is that this is related to root motion, rather than navigation.
It looks like the character is relying on root motion for movement (and possibly rotation). If this is the case, …
This isn't an AC topic, but you may find this useful:
https://zehfernando.com/2015/unity-tidbits-changing-the-visibility-of-androids-navigation-and-status-bars-and-implementing-immersive-mode/
The item won't fly back if no longer present in the Inventory at the time - but if the Hotspot runs a "Player action" beforehand, it won't remove the item until the Player has reached the Hotspot.
You could see about using events removing…
v1.80 will be out soon.
The old API will still work, but with it the ShowGUI function could be reduced to the following:
public override void ShowGUI (List<ActionParameter> parameters){ ComponentField ("Converation:", ref conver…
It looks like this occurs because of the Raycast Target option on your Inventory UI's Image components.
Uncheck this option for each Slot's Image child object and it should work.
A tutorial on impementing parameters in custom Actions can be found here.
The syntax will be made easier in v1.80, but for now this will do:
using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ …
To be clear: the mesh also hides in the Scene window?
What's the exact type of Renderer you're dealing with? If it's a Skinned Mesh Renderer, try checking Update When Offscreen in its Inspector.
Otherwise, keep the live Animator window open at th…
Thanks for the details.
You can keep UI objects overlapping if that's easier - removing the Graphics Raycaster should prevent it from interfering with interactivity.
For the ActionList: there are a few steps you can take to reduce the number of Ac…
Perfectly clear, thank you.
It's a fair feature request and one I think would be beneficial to others. I'll see about implementing this as an option as part of the upcoming v1.80 update - thanks for the suggestion!
Welcome to the community, @cgartshop.
This tutorial covers how to integrate ads into a Unity project:
https://www.youtube.com/watch?v=6jQIeZk72cA
The scripts used in this tutorial rely on public functions that you can call using events - in the ab…
Welcome to the community, @DrSnake.
To be clear: are you looking to "reset" the scroll (so that the first item is shown in the first slot again), or still only scroll by one (so that the last and first items are shown next to one another)?
So long as your Hotspot's 2D Box Collider spans the visible sprite, looks like it should work. Does the Interaction ActionList alter the sprites as intended if you click "Run now" in its Inspector at runtime?
If so, we'll need to see if …
Welcome to the community, @Jareil84.
If you have a high Deceleration value, the next cause for delay would be input.
What are your Horizontal and Vertical input values set to in Unity's Input Manager? The Gravity value affects how quickly an inpu…
The selected Interaction in your screenshot is not present in my copy of the scene you sent me.
If I manually add an Inventory interaction to test (e.g. a Cheese item interaction to the Bucket Hotspot), it runs as intended.
I think you may need to…
Your Hotspot icon type field is set to Texture, but no Texture is supplied underneath.
You can either assign an asset in the Hotspot icon texture field, or set the above field to Use Icon to have it rely on the Hotspot's first-available Use icon t…
Sorry, to clarify: if it's what I'm suspecting, it's not a bug, just the behaviour.
Check the option, but another way I find helps to determine if this is the cause is to keep the Scene window open and focused on the mesh. Does the mesh then stay …
The Position over selected mesh? option causes the new Hotspot's position to refer to the Renderer's bounding box. Sometimes - e.g. if using a Skinned Mesh Renderer - this may not always be the exact same as its visible bounds.
What kind of Render…