Would it be possible to PM me your Menu Manager asset file, it's UI prefab, and the AudioClip? It might be the best way for me to reproduce this on my end.
A Subtitle menu has additional properties that you can use to filter its display, so that it only shows for specific characters, or only when blocking/background speech is displaying.
If flavour text is only ever played in the background, you could…
To be clear, are you referring to the clicking of the left/right arrows on the sides, or using the keyboard to directly navigate your Inventory menu (as opposed to the mouse)?
The arrows on the left and right edges will only have an effect if you h…
Does the Manual specifically refer to AC.StateHandler.IsInCutscene? That'll need amending, if so.
Referencing StateHandler as a class name tells the script that you want to access a static function - that is, one that isn't tied to a specific Stat…
Which versions of AC and Unity are you using? The Events Editor is a new addition, introduced in the recent v1.78.0 release.
It also requires the use of Unity 2019.4 or later.
Thank you.
The Animator needs to be moved to the Canvas_QTE object (the root of the prefab).
However, I think it makes sense to lift this restriction. If you open up AC's ActionQTE script, look for this code block:
if (animateUI && menu.…
Thanks for the report, though I'm having trouble recreating this.
Are any other elements/menus overlapping the same area, and does it occur if you switch the Menu's Source to Adventure Creator?
Are you using AC's provided Event System, or are you …
(Quote)
That's a good point.
Technically, though, an autosave is just a save with both a fixed ID/slot index - the Save: Save or load Action can still be used to automatically save the game.
This Action's Save New Game method will save a new file …
(Quote)
Certainly not - the fault is mine, I apologise.
If you open up AC's MenuGraphic script, look for line 333:
int pageNumber = linkedJournal.GetCurrentPageNumber ();
Replace it with:
int pageNumber = linkedJournal.GetCurrentPageNumber () - …
The automatic animation has a couple of requirements for it to kick in:
* The Animator needs to be involved on the Canvas
* The name of the Menu needs to be assigned in the Action
If you can share screenshots of the Menu in the Menu Manager, its C…
Recreated. It looks to be down to whether or not you view the newly-created ActionList in the Editor/Inspector. If you duplicate it without viewing it, it won't generate the IDs.
I will address this in the next update - thanks for the report.
Indeed, making logic more modular with prefabs is best for making your workflow more efficient, and I encourage the use of it when possible.
The main kink when it comes to AC is that ActionLists can't (by default, see below) exist in prefabs - henc…
Welcome back, @Dave.
The Graphic element needs to be linked to a Journal element, so that it knows which Document page to refer to.
You can do this by entering in the name of the Journal element (which will need to be in the same Menu) into its Jo…
Is this to say that converting one-at-a-time (restarting Unity in between) doesn't cause such an issue?
Do the ActionLists reference the same GameObjects, or is there no difference?
(Quote)
Define a new Input in Unity's InputManager named "Open Inventory", and set the Positive button to the I key.
From there, there's a couple of ways to have it open the Menu. One is to set your Inventory menu's Appear type to On Inp…