All I can think is that its some combination of settings unique to your project. Was it previously working in builds, and what about other UI-based Menus?
You'll need to describe the exact behaviour you're getting vs what you're wanting.
The script is there to be modified if it's not quite what you're looking for, but the behaviour it provides is to automatically scroll the log to the bottom - replac…
When you mention icons, are you referring to icons displayed via the "Hotspot settings" panel in the Settings Manager, the cursor, or Interaction elements displayed in a Menu?
Screenshots that show how things appear in-game, as well as yo…
You can hook into the OnSwitchCamera custom event to run an ActionList at this time:
using UnityEngine;using AC;public class CameraChangeActionList : MonoBehaviour{ public ActionList actionList; void OnEnable () { EventManager.OnSwitchCamera …
If you select the Item in the Inventory Manager, scroll down to the bottom to find its "Standard interactions" panel.
This panel will adjust a little bit based on your settings, but if you have a field named Use, then any ActionList you a…
Welcome to the community, @Deathkael.
Apologies for your early frustration. Both AC and Unity are very different since this thread began. We'll be able to sort out your issues, but I'll need to get details on your project and issue from the top.
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The PositionOffset value you pass would need to be updated to reflect the changing size, as it will also need to account for the Canvas Scaler settings your UI uses.
Recreated - thanks for the video.
It's a bit hard to say where the fault lies, since Unity UI and its Event System is also at play here. However, you can remedy this with a custom script that:
* Records the last-selected item slot to be highlight…
The Input element assumes control of its display to the user via keyboard input.
If you're using an onscreen keypad, and not requiring the user to physically press a key on their device/keyboard, and just want to display text on-screen as feedback,…
Thanks, but I'll need answers for all of the above as well as the platform.
Does anything appear different visually to the Editor when this Menu is viewed?
Putting aside any masking for the moment: you don't need to add any other components or move things around. Just create a regular Scroll View from the UI toolbar menu, add a Text component to the Content, and then assign the Scroll View as the Auto…
Your screenshots aren't showing for me - but what you're getting is the correct behaviour. There's no logic telling the Interaction to wait until the injected ActionList has begun running.
One way to do this would be through script, where the OnHo…
With v1.77.3, I added a DirectMovementTargetLock property that you can set in the Player component - if set to a Transform, then the Player character will face it at all times when under Direct control.
Going back to your original script, try repla…
What platform are you working on?
Are you dragging your font asset into the Font field, or are you clicking the small circle to the right of the field to bring up the asset selection menu?
If you go to the AC section of the project settings, does …
Thanks for the detailed explanation.
This kind of behaviour is down to the way Conversations inherently work by default. The Override options? checkbox was introduced partially to get around this with a more intuitive workflow.
It's still possibl…
If you're disabling the Interaction system such that it doesn't update naturally, you can run the code you need outside of it - there shouldn't be a need to edit AC's scripts directly.
The code you've added ultimately just disables the active Hotsp…