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What are your Cursor Manager's "Inventory cursor" panel settings? Try checking the Only show label when over Hotspots and Inventory? option.
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The script can be updated with that functionality. Try this:
using UnityEngine…
You've specified your lip-sync method as "Rogo Lip Sync" and set the Scripting Define Symbol?
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Is there a consistency between lines that work vs those that don't, or does the same line sometimes work and sometimes not work?
Are th…
The script in this thread is for a 3D game. An equivalent for 2D would be:
using AC;using UnityEngine;public class ClickUpInteract2D : MonoBehaviour{ private void OnEnable () { KickStarter.stateHandler.SetInteractionSystem (false); } private…
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Odd, it does on my end.
As the Inventory menu only appears when the mouse is over it, however, you could try a custom script to lock the Hotspot menu whenever the Inventory menu is off, and an Item is selected:
public class AutoLockHotspot…
Options can be hidden based on what items the Player is carrying, but for something more detailed such as variable values, you'll need to rely on scripting.
If your Conversation menu relies on Unity UI, you can use scripting to control the "In…
For persistent data, Global Variables linked to Options Data are the way to go - no need for scripting.
They'll be stored as part of a Player's Profile, separate from their save-game data. By default, this'll mean its stored in PlayerPrefs.
When …
The selected item's count can be removed in the Cursor Manager's "Inventory cursor" panel.
Undearneath "Count display style", set the Size value to 0, and it will be hidden.
With a custom Action, yes:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionTagSet : Action { public GameObject objectToSet; pub…
The parameter you're using here is of the type "Inventory Item" - its value will represent the ID number of the assigned item, not the amount of that item you're carrying.
If you're always dealing with the "Coins" item, then the…
Welcome to the community, @TweedG.
Is the camera off-centre when the scene begins, or only once the Player starts moving?
Your GameCamera's "Z-axis movement" panel has a non-zero "Track freedom" value, which will allow a bit of…
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Disabling the Interaction system - which the script does - should handle that.
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The script uses AC's event system to run itself automatically - you don't need to trigger it through Actions, just keep it placed in the scene.
Events a…
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As in, the Directly-navigate Menus during Conversations? option isn't becoming checked?
If not, check the value of Input.GetAxis("Vertical") with a Debug.Log statement - AC won't strictly be involved here.
If the input is being r…
As in, keep the character facing the direction of the camera?
What's your Movement method set to, what GameCamera type are you using, and how would you be looking to control the turning - through input?
Are any custom scripts involved, such as the one I linked to above?
Thank you for the details - but I still can't recreate it on my end copying your settings.
If you can PM me your 8 Manager assets, your NewInventoryUI canvas prefab, and a sample …
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I'm just asking the version you're using - there may be a tweak you can make to your version rather than updating it completely.
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Did you re-assign your own game's Managers afterwards, or do you rely on the Demo game's Managers?
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For the benefit of any future users with this issue, could you share details of what occured?
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A GameObject's Layer is assigned at the top of their Inspector:
https://docs.unity3d.com/2020.1/Documentation/Manual/Layers.html
You can reduce the number of vertices on the NavMesh to 4, but it will need to be a Polygon Collider component.
As a test, try this option with the 2D Demo: load up the 2D Demo's Managers + scene from the top toolbar, and then set the Movement meth…
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What is your AC version now? This may be addressed in the latest release.
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You'll need to check Wait until finish? in the Camera: Fade Action to ensure the transition is shown in full before the loading process kicks in.