Thanks for the details. It's not an issue specific to iOS, but XML serialization that AC defaults to on this platform.
A fix for this will be included in the upcoming release - along similar lines to yours.
Uncheck Can skip with mouse clicks?, and then define an input named "SkipSpeech" in your Input Manager. Map this to "mouse 0" to skip speech only with the left mouse button.
If you're pressing the keys, it should work - at least, I can't see any reason why it wouldn't.
You've set to use the Input Manager in your Project settings, as opposed to Input System?
Your "left" input is mapped to the left-arrow key - not the left mouse button.
If you want to map it to the left mouse button, set the Input's Positive Button to "mouse 0".
The "TargetHotspot" property is only automatically assigned to a Menu if its set to appear On Interaction.
If set to Manual, then you'll need to assign it manually - which can be done with the MatchInteractions function:
popupMenu.MatchI…
Regarding the inventory issue: this is with the new Events Editor? Sounds like a teething issue: the event should fire when items are added during gameplay, but not when loading save files. I'll look into it, thanks.
Regarding the sorting map iss…
The Unity version should be fine - and yes, DragAndDrop is a Unity class.
Check that your project doesn't have a script file or custom class named DragAndDrop as well. If so, assign a namespace for it - otherwise, it'll create a conflict with Unit…
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Is the issue that the second QTE does not run, or that the label does not correctly update? You can test this by having the second QTE run even if the first QTE fails, which can be done by having the first Action's "If condition is not…
Each of the default Menus will have a Unity UI counterpart already set up - even if you chose "Default AC" in the New Game Wizard.
You can switch over to them by selecting each Menu in turn, and setting their Source property to Unity Ui P…
Welcome to the community, @acercandrito.
AC can be used in existing projects - but I'd recommend trying AC out in a fresh project first, just to familiarise yourself with how it works.
The 3D Primer tutorial, which uses Direct control in the same …
The Drag element is quite basic, and has long been superceded by Unity's own ScrollView component.
In a fresh scene, without converting it to AC using the Scene Manager, choose "GameObject -> UI -> ScrollView" from the top toolbar, …
I can't recreate the problem, and I see no issues with the settings.
Does it change to Left if you swap the two QTE Actions around?
What are your AC/Unity versions, and what are your QTE Menu's properties?
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If a "Pause Gameplay" ActionList doesn't run over multiple frames (e.g. it just displays a comment and nothing else), then it won't block gameplay.
You can check if the game is currently in Cutscene mode - and the reason for it - …
Try unchecking Move with Rigidbody? in their NPC Inspector.
Otherwise, if making the Rigidbody non-kinematic works, it may need to be a case of doing so and raising the mass to prevent pushing.
It's also possible to replace the Rigidbody + Capsule…
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I was referring to "two instances" of the same Action type, rather than two separate ActionLists.
Create a new ActionList asset, define an Inventory Item parameter in its properties, and add to it two copies of the Menu: Update co…
By "going straight through", do you mean they end up underneath the stairs?
Check the Collider attached to the stairs, though I'd expect it should be OK if the Player can move up as well.
What are the movement settings for the NPC? Shar…