Is it possible the InventoryBox element is being navigated, but without visual feedback?
Try re-enabling it, and then navigating right a dozen times (to go through all the slots) - does it then select ShiftRight?
If so, make sure that the Hotspot …
If you temporarily hide the InventoryBox element (by unchecking Is visible?), are you able to navigate right to the ShiftRight button element?
What keys are you using to navigate, and are they mapped to the Horizontal input in the Input Manager?
Is the ShiftLeft button highlighing green, even if you can't navigate the rest of the Menu? If not, are any other Menus turned on at the same time?
What are your AC and Unity versions, and is the game in gameplay before pressing the "Open Inv…
Reading input within an ActionList should generally be avoided, as it requires the Action to be running at the exact time you need to detect the input.
What's the Menu's Source property set to? The generic way to do this would be to have a regular…
AC will attach either a 2D or 3D collider to Hotspots based on your game's Camera perspective setting, as set in the Settings Manager's "Camera settings" panel.
This setting can also be overridden on a per-scene basis, but it'll say so at…
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Is the Menu set to pause the game? If the Menu is to automatically turn itself off, you can uncheck its Pause game when enabled? property.
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Yes - this should run normally after the above change.
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The demo uses Unity's built-…
No problem.
Custom events are a way of running extra code when AC performs common tasks - for example, when a speech plays, when a Menu is opened etc.
A tutorial can be found here, and more details can also be found in the Manual's "Custom ev…
"Hardware" uses the system's cursor, so in theory it'll be more responsive than "Software", which relies on a separate texture that follows the cursor.
The more advanced option is "Unity UI", which relies on a Raw Imag…
Typically, the cursor will change to the texture of the Inventory item when selected. You can override this, though, with the item's Cursor (optional) field in the Inventory Manager.
You'd need to set each item's "Cursor" texture to your…
Welcome to the community, @Baychimo.
A tutorial on creating a "You have found an item" can be found here.
It's a bit involved, though, as it covers some of the more advanced AC features such as ActionList parameters and Global events. I…
If you're using Software cursor rendering (set at the top of the Cursor Manager), then each cursor's size can be set within the Cursor Manager.
For Hotspot cursors, lower the "Size" field in the "Hotspot cursor" panel.
It shouldn't come to that. You can use Unity's "Assets -> Export package.." toolbar option to create a .unitypackage file of the files.
As it's three files, you could also copy them into a new folder and zip them up - I should be able…
You can run further Actions when the Menu turns on by assigning an ActionList in its ActionList when turn on field.
You can run a Sound: Play one-shot Action in this list to play a sound effect at this time. The Chamber demo over on the Downloads …
Have you set up your Menu to be directly-navigable, and does your Menu rely on Unity UI?
The workflow depends on whether gameplay is active while the Inventory menu is being accessed.
I will need to see your Menu's properties, and the top of the M…
You'll want to make the custscene check in your Update loop, but your script implements OnMouseOver and OnMouseExit as nested functions (a function-within-a-function). These will need to be in the main body of your script for Unity to call them aut…
Oops, sorry - a small typo in the tutorial.
Set the "Menu containing Element" field to "NewItem". I'll update the tutorial with the same change - thanks for letting me know.