The wiki script shouldn't be placed multiple times in the scene - it's not unique to any specific Container, only a specific Menu.
Make sure to only have one instance of the script be present in the scene - you can attach it to the ContainerUI if y…
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I don't know when the variable is being set / checked relative to the Menu being turned on, but typically "initialisation" of a Menu should occur inside the Menu's "ActionList when turn on" asset.
You don't need to rely …
Both options are valid, but they have their differences.
The Adventure Creator option is easier to work with, as you've found, and is best suited for rapid-prototyping.
The Unity UI Prefab option is more complicated, but offers much more control o…
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As in, if you're in "unlinked" mode, and you manually disable the Global container in the Hierarchy, it then works?
I can't see how that would be the case without the contribution of custom scripts.
Have you adaped the LimitItems…
Affecting transparency in 3D requires custom scripting, as the code itself depends on the material/shader involved.
What shader does the material use, and what is your render pipeline?
The Console error you're getting is related to a bug in the version you're using. Updating AC to the latest release should fix it.
For the wrong UI issue: it should be the same menu. If you change the background colour of your CraftingUI prefab, …
I've been looking into this.
There's a fair bit more to it than simply changing references to Vector3.up, but it looks feasible to change such than an arbitrary up direction can be fed into the character through scripting.
While I'd still recommen…
Welcome to the community, @Protesilaus.
Normally, setting the Motion control to Manual should be enough to completely detach AC from affecting the position/rotation of the character.
The exception to this, however, is in the case of First Person m…
All packages on the Download page are intended for use with the latest AC. You'll need to make sure your project uses the latest AC version before importing the downloaded package.
It's an attempt to remove a layer of the update loop. If you're using a custom camera view in UCC that references a GameCamera, and then viewing that with AC's MainCamera, then you've got an update chain of three systems.
I'm not 100% clear on how…
The wiki page's DontDestroyMe script merely causes an object to survive scene changes. Changes in the way your menus work will be down to additional scripts - I'm presuming you have such attached to this object?
If you want to have a given option …
What are your AC/Unity versions, and are you using the "Object: Add or remove" Action to spawn the prefab?
If you're not opting to use Addressables, you'll need to place the prefab inside a Resources folder and give it a unique filename. …
Recreated, thanks for the details.
If you open up AC's PlayerMenus script, look for the following around line 2189:
if (mouseOverMenu != null && (lastElementIdentifier != elementIdentifier || lastMenuIdentifier != menuIdentifier))
Replace…
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I expect root motion is being disabled temporarily while jumping. There should be a property you can read on the UCC side of things to tell if you root motion is currently inactive - either by unchecking the option manually, or automaticall…
How are your Menus navigated, and are you using Input System or Input Manager?
Are you making use of a custom Event System?
The difference you describe only affects the Inventory menu - with the item remaining selected after placing it back there.…
What are your AC/Unity versions?
Make sure that the problematic Button has a unique hover sound assigned. Is that same sound played when leaving the button, or is it playing a different sound assigned elsewhere?
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I'm afraid I'm not currently in a position to be able to test this.
Justin mentions AC's cameras not being compatible with UCC "due to the how the character controller updates". Do you know what he means by this?
How exactly are…