Welcome to the community, @chromium1948.
Does your Title screen scene feature another such Action? That will override the playback of the existing music track.
The Actions Manager can be used to find references made to a specific Action type, bot…
You can avoid the need to have a "Confirm" button be shown, but it will need to be defined in your Menu.
The Input element has a 'Enter' key's linked Button that, when set to another Button element in the same Menu, will invoke that Butto…
What are your AC/Unity version, and what is the Verbs menu's Appear type set to?
By default, this should be set to During Gameplay, which causes it to turn off automatically when the game is paused, and on again when resuming gameplay.
Is the game…
Once you have a property reference via GetProperty, you can then change it's value:
myDocument.GetProperty(propertyName).IntegerValue = 3;
Do be aware, however, that changes to Document properties at runtime will affect their original values in th…
You could try attaching a Canvas Group to the root, and unchecking "Blocks Raycasts" at the time of the switch.
Try also manually locking the Cursor. AC will control this automatically under certain conditions, but it may need setting at…
You can a Menu: Change state Action from the Scene / Switch / Before event to achieve this.
This can be defined in the Events Editor, under Adventure Creator -> Editors -> Events Editor in the top toolbar.
1) This'll be more of a test than a solution, but does it work if you end the combine Interaction with an Inventory: Select Action to force selection of the original item?
It'll also be worth checking to see if the Item is becoming de-selected. Ad…
It's a case of how your game's assets are referenced by AC, because this folder is needed for AC to start.
In my experience, the most common contributors to large startup times are music and speech audio assets. Does your game rely on these? For …
The most simple way to do this would be to have each language (as a flag icon) be a separate Button element arranged in a row. Pressing each would then run an Save: Set Option Action to switch the language.
Otherwise, you can add left/right Button…
After switching over, try calling this to force the de-selection of the current GameObject:
AC.KickStarter.playerMenus.SelectUIElement(null);
What you're describing sounds very similar to what was Unity's built-in behaviour for UI selection - at l…
Sorry, I'm not seeing any screenshots. Can you share direct links instead?
What are your AC/Unity versions, also, and are you using Input System or Input Manager for input handling?
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That's the recommended option, as it offers greater stylistic control over the built-in AC option. The only thing to look out for is that - as you've found - Unity UI takes over in terms of selection duties. This should be fine when workin…
There was a related bug reported in v1.85.0 but it was addressed in v1.85.1.
What are your AC/Unity versions, and is the ActionList in your video an asset file? Is the Conversation object still present in the scene at runtime?
Welcome to the community, @Efergan.
If you've installed AC's Input System integration template, then all of AC's inputs will be read via Input System. Any inputs you define in the Active Inputs Editor will need to be defined in the integration's C…
The Scene: Change setting Action can be used to add or remove NavMesh holes at runtime.
Are the obstacles all the same size? If so, you can make the hole a prefab, spawn it in using Object: Add or remove, and then reference that spawned object in …