"Pause the player" as in prevent interactivity?
The Engine: Manage systems Action can temporarily disable the Interaction and/or Movement systems during gameplay. If you ran this at the start of a background ActionList, and another to re…
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Specifically, the left-click to close?
If you have a separate Examine menu, you could make the Menu itself span the full-screen, with (invisible) Buttons on each edge that close the Menu. That way, wherever you click, it'd react.
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It's possible to alter Manager fields at runtime through scripting - see this tutorial.
One approach would be to rely on the OnHotspotSelect and OnHotspotDeselect custom events to set this to Touch Down when selecting a Hotspot that has the "A…
Yes - v1.78 introduced the Events Editor, which can handle this.
In the top toolbar, choose "Editors -> Events Editor". In the new window, create a Container: Close event and click the "+" icon to assign an ActionList asset …
It's not possible for ActionList assets to reference Local variables, as they exist in the scene.
Could you share a screenshot showing how the Action appears in the Editor? It should display a message to this effect.
To have a scene-based Variabl…
What is your AC version, and when did these issues begin?
An issue related to UI interactivity was introduced in v1.78.1 - a fix for this will be out shortly.
How many of these issues occur with the package's example scene?
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This behaviour is set in the Arranging Puzzle Manager's Inspector. Set the Selected Piece Position to Follow Cursor to have it move when selected.
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In the Settings Ma…
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This'll be expected - as you're turning off AC once the NN Action runs. When AC turns off, so too will the ActionList.
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This sounds like an issue with the NN Action - technically, it's this Action that is waiting for the NN script t…
Typo - sorry about that, try it now.
I believe I've found the cause of the issue within AC, however. It's a bit of an edge-case, but I'll add a checkbox to the GameEngine's Player Interaction component for you to adjust the behaviour in the next u…
The DialogList element has properties to let you tint its Buttons a different colour if an option has been chosen before. This works for both AC and Unity UI menus - though an issue related to their display with direct-control will be addressed sho…
There's no link to the post you mention - can you post the link again?
You can disable the default click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager.
You can then swap their behaviours around either by …
You need to link the Graphic element to the Journal so that it knows which page to show.
This is done by entering the name of the Journal element (in this case, "Journal") into the Graphic element's Journal element name field.
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It's something I will give thought to, yes. However, it is a complex feature, and not something I'd introduce unless it was stable/robust enough.
Any details you can share about how you'd use such a feature would be welcome.
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The U…
Please don't crop your screenshots - I need to see the Player's full Inspector, including any other components, as well as their Layer.
Are any custom scripts attached to your Player that may interfere?
If the Player isn't moving, check the game's…
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As I was reading it, that was the intended behaviour - apologies for the misunderstanding.
Does this alternative give better results?
using AC;using UnityEngine;public class ClickUpInteract2D : MonoBehaviour{ private void Update () {…
What are your AC/Unity versions, and does this occur if you set the Menu's Transition type to None, or set its Source to Adventure Creator?
Try unchecking Place Hotspots on separate layer? in the Settings Manager, and share screenshots of your Play…
What messages are appearing in the Console? It should report any missing animations that it's trying to play.
I don't see any "soft locking" occuring in the video, but I'd expect it's down to the expected animation not playing due to bei…