To fix, open up Sound.cs, and look for the OnInitialiseScene function (around line 576 in the latest release).
In that, look for the code block:
if (otherSound.IsPlaying ()){ //DestroyImmediate (gameObject); KickStarter.sceneChanger.Schedule…
Welcome to the community, @giantfox. What are your AC and Unity versions, and does your Inventory Menu rely on Unity UI as its Source?
The issue is likely to related to the Settings Manager's Drag threshold slider, which determines how far the hel…
Your AC version doesn't support it - the ability to map TMPro Dropdowns was introduced in v1.76.2.
Updating AC will allow for this. If you'd like to keep your current version, you can import the latest release into a fresh project, and copy over t…
As expected, from the sound of it. The first click will be treated as a "single click", i.e. cause the regular "Move to" behaviour to kick in - since it doesn't yet know you're going to follow this up with a double-click.
Getti…
(Quote)
Click it at runtime - it won't take effect while in Edit mode.
You can also click "Run now" in the ActionList's Inspector - this is separate to the ActionList Editor window.
(Quote)
I'm unsure why you'd be getting this behaviour.…
The behaviour logic for using an item on a slot is handled by custom "Unhandled Inventory Interaction" code, as this will run no matter which item is used. The code itself then processes the item accordingly.
Inside the "Unhandled I…
Is gameplay blocked when the character speaks?
By default, a Trigger will only react collisions that occur during gameplay. You can alter this by setting its Reacts field to During Cutscenes And Gameplay.
Alternatively, you can prevent the charac…
The AC Menu currently expects a regular Unity UI Dropdown - not a Text Mesh Pro one. Though they function similarly, they're technically separate components - so you need to tell AC to use TMPro instead.
You can do this by entering "TextMeshP…
Try running the "Left_Door: Poster" interaction manually by selecting the ActionList in the Hierarchy, and clicking Run now at the top of its Inspector.
Does the Console message then appear, and is the door then working as it should when …
So the Button itself is reponsive (i.e. linking correctly to AC), it's just the appearance is incorrect?
AC shouldn't control a Button element's appearance if its linked to Unity UI - could you share details of the element's details in the Menu Man…
As the icon's transparency is tied to the cursor, I'm assuming you this is due to the Settings Manager's Highlight Hotspots based on cursor proximity? field, as opposed to a custom script.
With this setting, the icon ought to only disappear gradual…
Is the Dropdown part of an AC menu, or treated independently?
If your game uses AC's provided TMPro integration, you can link Cycle menu elements to TMP Dropdown components - allowing you to sync its value with an AC Global Variable.
To do this, e…
Is that to say no comment is appearing in the Console after adding the comment Action to the "Left_Door: Poster" Interaction?
If you click on the door without having an item selected, does it run the "Left_Door: Use" Interaction…
When calling the "Reset Scene", the open scene needs to be re-opened after having its cache data cleared - otherwise the effects of it won't be felt.
However, it's possible to reset the scene / clear the cache data of an unopened scene th…
What is the exact behaviour you get? Does using the key on the door remove it from the Inventory?
To help debug logic, you can add ActionList: Comment Actions to your ActionLists - text to enter into them will display in the Console when they're r…
It's a very old version, to be sure.
The only related issue that release ought to have, though, is that the event won't be called if the Item itself is not in the Player's Inventory.
If you open up AC's RuntimeInventory script, look for the SetNul…