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SetCurrentDevice relies on checking the active control scheme, which can be.. tricky to say the least, at least in my experience. IIRC it's related to devices being required as opposed to optional - though it works on my end when switching …
Add the Ground layer to the Player's Ground-check layer(s) field - that should stop them moving through the floor.
To prevent AC's Player component from taking control over the character, set its Motion control field to Manual.
To have AC take con…
The "Menu: Change state" Action accepts String parameters to represent the name of the Menu to affect.
The "ActionList: Run" Action should work with all parameter types - if it's not working, share your AC/Unity versions, as wel…
Don't think of individual presets as singular values - but rather a collection of values.
For a single preset, each and every Variable will have it's own associated value.
For example, a Preset named "Chapter Two", intended to set all va…
Does the cursor remain where it should do without Rewired? If so, then yes - at least, it's possible Rewired is involved.
Is the system cursor intended to be shown at all? What's your Cursor Manager's "Cursor rendering" field set to? I…
Great work! It's a difficult area to be sure, given the combination of input system, multi-platform, scripting, and custom needs.
I'm a little hesitant to share an alternative, as I don't want to undermine your efforts, but there may indeed be an …
Your Trigger's Detection method is set to Rigidbody Collision, so it'll depend on the shape/position of the Collider on your Player, which will typically be around their feet.
Rather than moving the Trigger up along the Y axis, just move it sideway…
Is this for a 2D or 3D game?
In 2D, you can either use the Object: Fade sprite Action, or control the sprite's Alpha colour channel through animation, and use the Character: Animate Action to play it back.
In 3D, things are a bit more complex as y…
Currently, Objectives in an InventoryBox are listed in the order in which they are first started. I shall look into providing options to list them by e.g. last updated, etc.
Regarding the slashes being visible: the intent with the script is to hav…
A preset allows you to assign the values of all Global or Local Variables in one go. It's typically used when testing, and you want to set your variables to a state that they'd be in at a certain point in the game (i.e. when beginning a new chapter…
AC will keep track of which options have been chosen (so that it can re-colour them in the Conversation menu), and this can be accessed through script with the Conversation class's OptionWithIDHasBeenChosen function.
However, the typical way to kee…
What's your AC version, and which object in the Canvas prefab have you assigned in the Menu's RectTransform boundary field?
Is Duplicate for each line? checked? Try attaching a Canvas Group component to the prefab's root, and assigning a Fade tran…
Looks like you're on the right track. You don't need to use an ActionList: Run Action to run the Interaction and set the parameters, however - you can incorporate the parameter values into the prefab itself.
Your ActionList with parameters can be …
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What's your AC version, and what platform are you building to? A bypass for this check should be provided in the latest release, in the form of the PlayerInteraction script's hotspotsPreventCameraDragging variable.
When modifying ControlsR…
What are your AC/Unity versions?
You shouldn't need additional Actions to end the movie - a single Engine: Play movie clip Action, with Wait until finish? checked, and Hold last frame? unchecked, should be enough.
The exact behaviour you get when …
So long as the Actions reference the original Container prefab, they should record/rely on the Constant ID value.
I'm forgetting myself re: spawning it at runtime, however. As of 1.78, there's an easier way to automate this by using the Events Edi…
The "Adventure Creator" source option relies on Unity's ImGUI system, which doesn't offer as much control over Unity UI, and is a little "at the mercy" of Unity itself.
In general, I find it best to use for rapid prototyping, wi…
If you're using the "startup scene" method, you'd need to temporarily place a copy of the Container prefab into the scene you want to test - or otherwise find a way to begin testing from the startup scene.
For example, your startup scene …
What are your exact AC and Unity versions, and how are you rendering the Menu? The most reliable way to render dynamic content is to use Unity UI and its Content Size Fitter component.