Thanks for the screenshots.
I see the cursor in your first screnshot, but not the second. Is the Inventory menu controlled with the cursor? As the Hotpsot's Position type is set to Follow Cursor, it will not reposition if the cursor is not moving…
I just meant to set the values manually in the Settings Manager, play the game without anything dynamic, and working out what values everything should be set to before attempting to set them through script.
You can't set what objects the Trigger can detect through parameters, but you can assign the detected object to a GameObject parameter, and then use the ActionList: Check parameter Action to compare its value with another one.
What are your AC/Unity versions?
I'm not clear if the issue is down to the inputs themslves, or the changes that need to be made at runtime based on the chosen input method.
Before incorporating the ability to switch method at runtime (even if it'…
Is the Hotspot on the root of the spawned object, or is it possible it has a local Z position that's bringing it closer to zero?
6000.2.14 is the Unity version. The AC version is shown at the bottom of the AC Game Editor window.
Aside from the z-…
Is this to say the Trigger spans the entire room, such that the position within the room is irrelevant?
A Trigger that covers the whole scene will detect an object that spawns inside it. You don't need to manually interact with it, but adding a se…
Welcome to the community, @shoodaddy.
In essence, the issue is that the label text is correct, but is appearing in the wrong place?
An Inventory item in the UI isn't technically a Hotspot - but it is treated as one so far as Hotspot labels go.
Is…
How are the animations tied to the audio?
If the audio has a 3D spacial blend, how loud it is depends on its distance from the Audio Listener (by default, attached to the MainCamera), and its falloff value. This is based on Unity's audio system, h…
If they don't return, you can use the Object: Add or remove Action to remove them.
The only thing to then contend with is the save system. To ensure they return after loading an earlier save, attach the Remember Transform component, check Save sce…
The presence of the ChatLog by itself shouldn't prevent the mouse from showing. It looks like you're using the Menu system to set show/hide rules for the UI's display - the Menu itself has zero elements/size, right?
It might be a case of certain A…
What you could try is having an invisible Menu that spans the same area as your Inventory, but with an Appear type of Mouse Over. That way, you can run its ActionList when turn off asset whenever the Player leaves its area.
The Inventory: Check se…
Welcome to the community, @naomih97. What are your AC/Unity versions?
The approach sounds solid - if it's a 2D Collider in a 2D scene, and on the Default layer, then it should indeed prevent clicks underneath.
Check the position that it's being s…
Check that the referenced ApplyGraphicOptions ActionList calls the Apply function on the GraphicOptionsUI component that is part of the same GraphicOptionsUI prefab, and not a different one.
That's correct - if an object is only present in a given scene, then its Animator is only in memory for the duration of that scene.
I'm not sure I 100% follow the prefab child issue, though. If you can share a video that demonstrates it, that'd he…
When are you affecting the Speech Manager fields, and what is the behaviour it's achieving?
AC is only considered in "Conversation" mode when the options are actually showing - any dialogue and other ActionList logic that runs as part of …
Don't add a "Char" component to your character - and certainly the sprite child shouldn't have anything.
If your "regular" Animator is on the sprite-child, then you can't use Bind to Player? here - because this will tie it to th…
Save-game labels support variable tokens. Rather than setting the label to the scene's name directly, instead set it to a token that references a Global String variable that stores that scene's name.
State ID is always used by AC to reference objective and states. The dropdown you're referring, however, does populate its fields with the state labels.
It's possible to amend this to also include the ID. If you open up AC's ObjectiveState script…