Welcome to the community, @eddieohio.
The Hotspot's label appears in the Hotspot menu. If you don't need to show it, you can delete or lock it from the Menu Manager.
Hotspot icons can be configured under the "Hotspot" section of the Set…
There is a DeletaAllInCategory function, that you can access through script:
int categoryID = 12;AC.KickStarter.runtimeInventory.PlayerInvCollection.DeleteAllInCategory (categoryID);
Adding this as an option to the Inventory: Add or remove Action …
It depends on what way exactly you want to customise things.
If you're talking about the styling of the menu, it's a case of editing the UI prefab as with any other menu.
Or are you trying to edit the string format of the save label itself?
Replace the script's ProcessClickUp function with the following:
void ProcessClickUp(Vector2 mousePosition){ if (KickStarter.playerMenus.IsMouseOverMenu()) return; if (!KickStarter.stateHandler.IsInGameplay ()) return; Hotspot hotspot = Ki…
If you have Drag and drop inventory interface? checked, then it should be that the interaction is run by releasing the click/tap over the Hotspot.
I don't recommend the interaction running automatically by simply moving the item over to a Hotspot, …
Welcome to the community, @Merkeyz.
The easiest way to do this is to surround the Menu with invisible "Button" elements that turn the Menu off when clicked.
This can either be done by:
* Extending your Menu to be full-screen (keeping th…
I can't recreate such behaviour.
What platform are you working on, are any possibly-conflicting assets also present, and does this occur for you in a fresh project?
AC doesn't make such assumptions about how the game is played depending on input method. You can still use a simulated cursor when using a controller - allowing for e.g. point-and-click games with a gamepad.
Separate options for direct-navigation …
The ConvertTokens function can be used in custom scripts to manually replace tokens with their variable values.
The brute-force technique would be to set this in an Update loop, i.e.:
using UnityEngine;public class TMProTokenText : MonoBehaviour{ …
The formatting isn't correct. I'm not sure exactly what, but use this to set the answer string instead:
string answer = t.ToString (@"hh\:mm\:ss");
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What are the errors, exactly?
Ah. It's down to a "quirk" of Unity's UI system - to manually select a UI object, you need to do so at the end of the frame.
Try this instead:
using System.Collections;using UnityEngine;using UnityEngine.UI;using UnityEngine.EventSystem…
Welcome to the community, @jamesdillon.
You can halt the Player by calling the Player component's Halt function.
This can be called through code with:
AC.KickStater.player.Halt ();
Since the Player is spawned/assigned at runtime, however, you ca…
I'd say the best way to handle this would be to convert the companion into a Player character, enable Player-switching in the Settings Manager, and assign the companion as an additional Player.
Then, when their Hotspot is clicked, you actually swit…
Welcome to the community, @SnarkHunters.
Through scripting, yes: you can hook into the OnHotspotSelect / OnHotspotDeselect custom events to react to any Hotspot being selected and deselected.
This can either be done through code:
using UnityEngin…
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Switch to Unity UI for your Menu's Source, and then re-arrange the slot Buttons in reverse order.
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In the Settings Manager's "Inventory" panel set the Selected item's display field to Hide From Menu.
What's the exact behaviour - does "ExitDoPole" run before or after the Interaction of the other Hotspot being clicked on?
I can't recreate the issue from the above description - if you can provide steps to set this up, I'll follow them an…