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ChrisIceBox

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ChrisIceBox
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  • Can't recreate an issue on my end - could you share the properties of your Input Manager's "Horizontal" input? Also, open up AC's MenuSlider.cs, and replace the two instances of 0.02f with Time.unscaledDeltaTime - does that improve behavi…
  • Is your Inventory menu turned on when the player chooses to access it, or is it shown at all times? Typically this'd be done by creating a separate Hotspot menu with a different "Position type" setting, locking it by default, and unlockin…
  • In what way is it not working?
  • It depends on the finer details about how its presented. Is it enlarging by itself (i.e. a magic lock), or is it getting bigger on account of the camera zooming in? Is it 2D or 3D, and is the enlargement animated? Typically speaking, you wouldn't…
  • Thank you. Are you directly navigating the Menu, or using the mouse, and is there an Event System object in the scene - or is AC spawning one at runtime? What are your AC/Unity versions, is the game paused at the time, and does it work if you swit…
  • When using Unity UI, each of the fields you assign in the Unity UI Cursor component are optional. If you assign the RawImage, then it'll be set to the selected cursor's texture - but further changes can be made on top of this, such as resizing. Th…
  • The Engine: Manage systems Action can be used to disable AC's Movement system altogether, but the Player: Constrain Action can be used to limit the Player's movement in a given direction. Alternatively, you can set the Player's Motion control field…
  • I'm afraid the link is private - could you make it public or share images on imgur? Is the game paused at the time, and does it work if you switch to Unity UI Prefab?
  • It depends on how you run the ActionList it mentions. Are you pausing the ActionList midway through, or needing to save its parameter values at runtime? If not, the warnings should be safe to ignore.
  • No worries - I've done it enough times to spot it!
  • Check that your OnEnable and OnDisable functions hook into the OnMenuTurnOn event - it looks like it might be hooking into OnMenuTurnOff.
  • The Player: Constrain Action can be used to prevent the Player from being able to move. You can add this Action to the Menu's ActionList when turn on asset to disable their Up/Down/Left/Right movement states, and another to the Menu's "turn of…
  • The Software cursor's size is relative to the screen's width. If you want to keep it fixed, use Hardware. If you want total control over the way it reacts to the screen size, use Unity UI, as you can then rely on a Canvas Scaler component that mat…
  • Not that I'm aware - but you could try the opposite and run a build in windowed mode.
  • If the Action checked Open in set element? checked, then the supplied Menu should turn - provided its Appear type is set to Manual. However, any Menu that has an Appear type set to During Conversation will also turn on at this time. You'll need to…
  • Glad to hear it! If you'd like to make it slightly less hacky: I've updated the template's package on the Downloads page, to allow for unwanted UI objects to be removed completely. To remove "missing element" warnings in the Console, you…
  • Thanks for the report - I think I see the issue. I'll have it addressed in the next release.
  • Welcome to the community, @arcadekitten. The Graphic Options template is actually an extension of this tutorial, which covers the process of adding a custom option through custom script. The template's Graphic Options component requires that all o…
  • No, and I'm not sure why there'd be a difference in builds vs play mode. The EventSystem is present in one of three ways: * AC generates its own automatically * A custom EventSystem prefab is assigned in the Menu Manager, and will override 1. * An…
  • (Quote) I wouldn't be so sure. The Software cursor should be scaled by the width - but this ought to be the playable width rather than the physical width. Perhaps I misused the word "screen" earlier. I will look into this.
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