UI Buttons in AC menus don't necessarily need to be linked to the Menu Manager as "Button elements".
If your Pause menu uses Unity UI as its Source, then you can remove them from the Menu's list of elements, and attach Naninovel's own But…
What are you using Addressables to reference?
Please share as much detail as you can about the situation. When Addressables are involved, references are often duplicated so another means may be neceessary.
Are you using any other Input-related packages, scripts or assets? I'm afraid I can't recreate the issue - it's working on my end.
However, since the script above was written, it's now possible to override inputs at the moment they're requested - …
If Player1 is always in Scene B, you might not need to run the Player: Teleport inactive Action. Any non-default Player listed in the Settings Manager can have their starting scene/position data set by clicking the cog icon to the right of their pr…
Welcome to the community, @devilx3.
You can achieve this by checking Single 'Use' interaction? in the Inspector of the Hotspots you wish to simplify the interaction for.
When checked, the Hotspot will behave similar to "Context Sensitive"…
For AC-sourced Menus, yes - that's the intended behaviour of the click texture.
The behaviour you're describing is that of Unity UI - which AC can rely on by setting the Menu's Source to Unity Ui Prefab. When using Unity UI, you can set a UI Butto…
You can't carry negative amounts of an inventory item.
Inventory items can be assigned properties - which can be modified through script - but the amount owed by the player to a bank is best represented with a Global Variable, leaving the amount of…
The Manual's "Standard Actions" chapter describes the function of each Action, and the Editor itself is covered in "The ActionList Editor".
Suggestions are welcome for further information, however - is there something specific y…
The cusor can be locked and unlocked at runtime. To hide the cursor when it is locked, check Hide cursor when locked? in the Settings Manager's "Interface settings" panel.
The cursor can also be locked by default here by checking Lock cu…
Open the Menu Manager and select the Conversation menu. The next part depends on the Menu's "Source" property, which controls how it is rendered.
If set to Adventure Creator, select DialogueList from its list of elements below. The gree…
A two-finger tap on mobile should register as a right-click. Rewired may not be communicating this to AC, however. If drag-and-drop doesn't work, test the behaviour without the involvement of Rewired to pinpoint the issue.
You can't pause the effects of the cursor on the camera - reducing the panning factor or disabling it will cause the camera to revert to its original position.
You'd instead have to switch to a separate Camera that's positioned over the Hotspot.
T…
Uncheck Mouse clicks have default functionality? in the Settings Manager, and then map your "CustomInteraction" input to "mouse 0" in the Input Manager.
What are your AC and Unity versions, and can you share an image of your Settings Manager?
You could rely on custom scripting to detect two fingers over an inventory, but an alternative would be to rely on the Can drop an Item onto itself to Examine…
When gathering text, you should keep all scenes included in the process - you could start with just gathering scenes 1 and 2, but when it comes to 3 and 4, you should include 1 and 2 as well, since they've already been gathered.
Otherwise, AC will …