The Direct-nav in-game Menus? option isn't a per-Menu option - so you'll need to uncheck it if you want to switch over to mouse movement.
Fundamentally, the Interaction and Inventory menus should both work during gameplay with the mouse - and fire …
Variable assignments need to be made within functions - not as part of their declaration.
Move these to your Start function, i.e.:
public GVar Currentstatnumber;void Start (){ Currentstatnumber = GlobalVariables.GetVariable(126);}
Did you update your script with the one above? That was the issue I mentioned fixing.
If the items aren't in your inventory, the script can also be adapted to simply add them to the crafting menu without taking them from the Player's inventory:
u…
Thanks for the video - though I can't find the point at which the original background is hidden. It looks like the game ends before it's shown at 8:28. Am I looking in the wrong place?
When the background becomes grey, it looks like it's still in…
Could you share details on exactly how you want your player-switching mechanic to work?
Generall speaking, the Replace old Player's position option is intended for costume changes - where it's narratively the same character, only they use a differe…
You'd need to rely on Unity UI for this, as the styling options for "AC"-sourced Menus don't have this level of fine-tuning.
The default Inventory menu has a UI counterpart - just switch its Source property to Unity Ui Prefab, and then ed…
The script's outdated - you can now call the OverrideLockedCursorPosition function to set the position without the need for subclassing:
using UnityEngine;using AC;public class FreezeLockedCursor : MonoBehaviour{ void Update () { KickS…
Looks correct - are the items being removed from your regular Inventory?
I just noticed a minor issue with the script - it may not fix the issue, but you'll need to replace it to avoid another.
If the issue remains, add some Debug.Log statements t…
Thanks for the details - the images are showing just fine.
We can come up with a workaround to help keep any necessary changes to a minimum, but we'll first need to learn exactly what's going on in the first place.
Double-check that the background…
The tutorial only covers the basics of overriding AC's inputs, as its relies on Unity's legacy Input Manager - which isn't well-suited to runtime changes.
The new Input System, however, does make this more viable.
In a test project, have a look at…
It depends a little on the specifics of the scene.
Is the ground totally flat, and/or are the NPCs to stick to the ground at all times?
If they do, you could use a script to snap their position to the ground, but it may be that Unity's physics sys…
It'll need a bit of custom scripting, but not much.
Define an "Unhandled Inventory" Interaction to your Hotspot, but don't assign an Interaction ActionList. Then, create a new C# script named AutoPlaceIngredients, copy the code below, an…
Welcome to the community, @Eldritch_Horror.
You'll need to have a Sprite object in the scene, which will be the object you want to change the sprites for. This is typically a case of just dragging the first sprite in the animation into the scene.
…
How are you updating the character's animation based on the expression? I'll need to see screenshots of the way the two are linked.
Also, open up AC's Char.cs and look for the first of two SetExpression functions:
public void SetExpression (int I…
Welcome to the community, @Paesant.
Keep the "Bathroom 3" sprite showing in its Inspector - what happens to it when the issue occurs?
If you can share a video or screenshots that show both the background and the ActionList involved, I ca…
Welcome to the community, @centurions90.
If the Action is run from an ActionList that blocks gameplay (i.e. its When running property is set to Block Gameplay), then regular gameplay menus - such as the default "Menu" button in the lower-…