AC will limit interactivity of a menu to either mouse or direct control - not both simultaneously.
If you're able to use direct control during gameplay, that should typically only occur through use of the Engine: Manage systems Action to allow for …
Yes they can - what's your Trigger's detection method?
If set to Rigidbody Collision, the NPC will need a Rigidbody + Collider pairing, or Character Controller, for it to react with the Trigger.
See the Manual's "Lip syncing" chapter for details on AC's lip-syncing features.
With lip-syncing enabled, a Sprites Unity Complex character can be assigned a Float parameter that is mapped to the normalized phoneme frame.
If you're usin…
I'm not clear on what it should be looking like because the two lines aren't showing the same speech text. For a proper comparison, set the non-working speech text to match the working one.
Thanks for the files - but the icons are selectable on my end, strangely.
From the video it looks like the first icon is selected before the mouse hovers over it - is that the case? It may be that the menu is under direct control - try using the H…
It's because you're using a parameter to set the dialogue text. This text is detached from the Action, so AC cannot recognise it as speech text as part of the Gather Text process.
You need to create a dedicated speech Action - with the text set wi…
The correction of variable values upon skipping should be automatic.
What are your AC and Unity versions, what input system are you using, and is the ActionList involved being run directly or via another ActionList?
Any details/screenshots you can…
Through scripting, you can hook into the OnMouseOverMenu custom event to record the last Inventory Item that was highlighted:
using UnityEngine;using AC;public class RecordActiveItem : MonoBehaviour{ void OnEnable () { EventManager.OnMouseOverMe…
Welcome to the community, @moonlady.
Your AC version is five years old, and not compatible with Unity 2020.
You can import the latest AC release form your list of purchased assets in the Package Manager.
Whether or not the Player moves to the Marker is a per-Interaction option.
Once you've assigned the Marker in the Hotspot's Inspector, you'll then have to set the Player action field for your Interaction to Walk To Marker to have them move there be…
Dialogue System is certainly a great tool and choice for use with AC, but if you simply want to have the user click before moving on with a line of dialogue, you can check Display subtitles forever until user skips it? in the Speech Manager.
The Object: Call event Action can be used to invoke a function on a non-AC component from within an ActionList.
You could try using this to enable the Global Volume component, and keep it disabled by default (the component, not the GameObject).
If speech is played via a Timeline, it will end when its clip in the Speech Track ends.
A video on the use of AC's Speech Track in Timeline can be found here.
It's also possible to insert [wait:X] tokens into your speech - where X is the time (in …
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Swapping out Managers at runtime should be avoided if at all possible - Menu data be transferred into PlayerMenus at runtime. If you change the asset after this point, there'll be a mismatch between the two sets.
The safest way to do this,…
Custom events are the way to approach this. Through scripting, such events can be used to run code whenever AC performs a common task.
A tutorial on their usage can be found here.
In this case, you'd likely want to hook into the events:
* OnInve…
Variables are the best way to keep track of the finer details of your game's logic.
Rather than having separate variables for each part, though, you should be able to get by with a single Integer that represents how many you've picked up, e.g. &quo…
What are your AC and Unity versions, and is it possible that another (invisible) Menu is blocking the mouse detection on the second icon?
I'd need to see your full Menu and Settings Managers. If you can PM me your 8 Manager asset files, I'll take …