They're two separate objects - though they may derive from the same prefab, at runtime Unity will break these connections and they'll be totally independent.
Since you're just dealing with the name change, though, you can just use a Global String V…
Welcome to the community, @JamesArndt.
Thanks for posting, and apologies for the spam auto-flagging - I've verified your account so that should be the end of it.
"Run in parallel" as in simultaneously?
Interactions are intended to be run separately - based on the way the Player chooses to interact with the Hotspot, e.g. "Look at", "Talk to" etc.
How these interactions are chos…
Welcome to the community, @spacecoyote.
The "PlayerStart has no camera" warning message at the bottom suggests your Settings Manager's Movement method is not set to First Person - is this the case?
If you're altering your Movement method…
This variant provides a dedicated "Distance to Hotspot" field that affects how close you need to click for the Hotspot to turn on, as well as a way to avoid repeated spawns:
using UnityEngine;using System.Collections.Generic;using AC;publ…
As in, Menus with AC as their Source option?
I'd recommend relying on Unity UI, but otherwise you can rely on Global String Variables for each text, use Label elements to show their values, and then update the variable values instead:
using UnityE…
You'd need to attach a script to the Text box that references the Input Action and reads its human-readable value:
using UnityEngine;using UnityEngine.InputSystem;using UnityEngine.UI;public class DynamicInputText : MonoBehaviour{ public InputAc…
Nice, glad to hear things are getting there.
I'll need a bit more detail, though. Is this a case of right-clicking the item within the new window?
If you can share screenshots that show an example, it'll help clarify the situation.
If you still have the custom Action type installed within the Actions Manager, you can click the cog icon beside it to have AC search for all references to it.
A Trigger is just a means to run Actions when intersected with - it's independent of the actual Actions it runs.
If you want to have another set of Actions to "undo" its effects when the Player leaves it, attach another AC_Trigger compone…
Let's try simply adding items to the front - if the Menu only displays the first 4 slots, it doesn't matter how many are actually in the Container itself:
void OnInventoryAdd (InvCollection invCollection, InvInstance invInstance, int amount){ if…
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The script only turns on the Hotspot when you click close enough - but it won't make the Hotspot off to start with. To do this, attach Remember Hotspot and set its State on start to Off.
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The approach measures the distance between t…
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If a speech line has been correctly gathered, you'll see a "Speech Manager ID" field at the top of the Action, indicating its assigned ID number. If this isn't showing after the "Gather text" process, it may be that AC c…
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There is a community Discord (see link on right), but this is the place for official support.
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Generally, yes. The UCC/AC integration script may need local tweaking to suit your game's specifics needs, but interactions, ActionList l…
An InventoryBox element can't modify the contents of an Inventory Collection - only display it. I'm suggesting use of a Container so that it has only the items you wish to display already, no need to hide some / truncate the excess.
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In wha…
This should handle the ashes and Hotspot. Attach to an object in the scene and fill in its Inspector:
using UnityEngine;using AC;public class DrawMask : MonoBehaviour{ public Hotspot hotspot; public GameObject maskToCopy; public float zDe…
Is this to say that the scene Hierarchy reverted back to an "empty" scene, i.e. just a camera and light?
I can only speculate, but my guess would be that it was reverting to the last saved-state of the scene file itself, rather than the s…
The MainCamera takes its values - rotation, position, and FOV - from the GameCamera it's currenty attached to, i.e. the one set by the Camera: Switch Action, or the Scene Manager's Default Camera field.
If you're using First Person, however, then t…