By "set to OFF", are you specifically referring to the "Current state: OFF" message that appears in the Inspector of a disabled Hotspot?
What layer is the Hotspot on, and do you have Place distant Hotspots on separate layer? che…
Thanks for the details - though it's not the Subtitles menu I'm after, but the Subtitles panel at the top of the Speech Manager. This is what determines the length that such text is displayed.
Quite right - it's related to the "maxVisibleCharacters" property, which AC is indeed controlling. Apologies for passing the buck prematurely.
The issue specifically is that AC will affect this property when the Label element's TMPro Typ…
Could you share images to illustrate the situation, and what is your game's "Movement method" set to?
The spinning sounds related to the Rigidbody 2D - check the Freeze Rotation option in its Inspector to prevent unwanted rotations.
The …
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Is that due to scripting, or use of the "Display subtitles forever" option?
There are a few factors at play when it comes to calculating the duration of subtitle text. If you can share the following, I'll see if I can recreate th…
And the Menu is linked to TMPro via the TextMeshProIsPresent scripting define symbol?
If the text is present in the TMPro component's Text field, then it looks like AC side of things is working.
Try unchecking Auto Size and play with the Font Size…
Do both cases involve the use of scripting?
If you access a Menu via MenuManager, you'll get the original Menu that you work with in the Editor. This is not the same as the Menu in game, which exists in the PlayerMenus class.
Replace KickStarter.…
The Character: Hold object can be used to place an item in the Player's hand - this can be both an item in the scene, or a prefab linked to an Inventory item that gets spawned in at runtime.
The 3D Demo uses this technique when the Player uses the …
I can - though you mentioned issues when repeatedly clicking Hotspots with this. Are those still present, or are there steps you can provide to recreate?
One technique is to attach a Trigger to the NPC that is used to detect the Player's proximity. It doesn't account for walls etc, but an example of this can be found here in the 2.5D tutorial.
The most robust way to currently achieve this would be …
As the Player will begin moving towards the Hotspot with the first click, the turning may be due to that movement command - rather than specifically due to the double-click.
What you could try is attaching a script to the Hotspot that stops the Pla…
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This will be replaced at runtime with the AudioClip assigned in the Menu.
Clicking sounds are assigned in the UI's Button element, in the Menu Manager. If you assign it there, then they should then play - provided your SFX volume is non-ze…
What are your AC / Unity versions?
There are a couple of scrolling options in the Settings Manager - which one specifically are you unchecking, and is the text coming from a character, or narration?
Is your Menu rendered with AC, or Unity UI? If …
When navigating a UI directly, hovering an element invokes the "Selected" state - rather than "Highlighted".
With the Animation Transition option, though, you can have both of these states invoke the same trigger parameter - no …
The various food items can be Hotspots around the Player, clicking them adds them as items to their Inventory, and then those items can be given with to the NPC via a Hotspot interaction.
Fundamentally, it's the same mechanics as picking up a key a…
Welcome to the community, @EridanFresh.
What are your AC / Unity versions, and is the Player prevented from running once again if you go back to the first scene after visiting the second (being sure not to re-apply this lock in the first scene's On…
Thanks for the details.
I've recreated your setup and have the same issue - looks like the GIF I posted above isn't appropriate here, after all. Apologies.
The issue is to do with the assigned RectTransform boundary. It's this that AC will repos…
When a Menu relies on Unity UI, AC will relinquish as much visual control over it as possible, leaving it down to the way the various Button/Image etc components are arranged to handle its display.
To give each slot a background texture, add an add…