I've checked, and the Inventory add/remove events are indeed being called for Containers.
This should be the case for scripted events, but for the Events Editor they should only fire when the Player's inventory is affected. I'll address this in th…
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Perhaps the Manual statement should be revised, as it's not technically a restriction. It's more to do with if your Menu was in a fixed position in the world, e.g. a UI overlay on a computer screen object in the scene.
Try using "Unit…
To be clear: this is the Initial post-line delay (s) slider in the Speech Manager?
Any Manager field can have its value modified at runtime through script. To access it, right-click its label to copy an API reference to it, which can then be used …
What are your AC and Unity versions, and what is the exact behaviour - that no input at all is registered?
Check the state of the game by enabling AC's "Status box" at the bottom of the Settings Manager.
When enabled, the state of the ga…
For the case that you want to display the Inventory item's graphic, you'll want to set the Element name to a Graphic element in your Menu.
I don't know which element in your Menu this is - or if you have one. The InventoryBox element is the wrong …
If the Hotspot has a "Box Collider" component by default - as opposed to a "Box Collider 2D" - then it sounds like AC is set to run in 3D.
Be aware that this is not the same as the "2D view" option in the Scene window …
It will depend on how you're playing the Ambience in the first place.
The Sound: Play ambience Action has a "Stop" method that can stop the current Ambience track - but using the same Action to play a new track will automatically stop the…
It may be that the "Object to remove" parameter is being mapped to the original prefab, rather than the instance of it in the scene.
You can force this distinction, however, by re-assigning this parameter in the Object: Add or remove Acti…
Thanks, with this I've found the issue.
Open up AC's PlayerInput script, and look for line 1603:
return Input.anyKey;
Replace with:
return Input.anyKeyDown;
In-scene Menus reference a specific UI Canvas in the scene, as opposed to a prefab that has a separate instance each time it is spawned in.
Can you elaborate on the need for use of the In Scene option, as opposed to Prefab? I might be able to sugg…
The video's too low-res for me to make out the "AC Status" box in the corner. What is it showing at the bottom? If Movement is disabled, it should read "Movement system disabled".
Try running this Action manually in a separate…
You don't need the ActionList: Run in parallel Action - you can just run one Menu: Update content Action after the other, as they'll both run instantly.
For those Actions, you need to insert the names of the Menu and Element you want to update.
It…
Welcome to the community, @StinkyLomax. What are your AC and Unity versions?
You mention "removing its box collider" - are you referring to the Box Collider specifically, or the 2D equivalent, Box Collider 2D?
If the game isn't respondi…
Set the Action's Animation engine field to Mecanim - the "Legacy" option refers to Unity's old Animation component, whereas "Mecanim" refers to Animator.
This is with "Wrong button fails?" still unchecked?
All sounds very odd. In both Actions, clear the Menu to display (optional) fields, and instead rely on ActionList: Comment Actions to get feedback on which branches get run. Does that …
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The steps involved sound fine - though it is possible to attach a Player component to an empty GameObject in the second scene, to temporarily override the default.
I've attempted a recreation, but so far I'm not able to get the issue to occ…