Using an Active Input would involve splitting the logic into two ActionLists: one with the original camera-switch and player dialogue, and another to switch the camera back to the normal view. There'd be no Input: Check Action in use here.
It's th…
I'll need to see any screenshots you can share.
If you set rendering to Software, uncheck Lock system cursor when locking AC cursor? and check Always show system cursor in Editor?. Is the system cursor visible and free, and does the issue occur in…
Thanks - and those screenshots are taken at runtime?
Can you share your Player's full Inspector? You can collapse the Player component, but I'll need to see the other components attached, as well as the layer it's on.
The UCC v3 integration includes both the ability to have AC automatically add/remove AC inventory items when adding/removing UCC equivalents, as well as have UCC Interactables run AC ActionList when invoked.
As it includes a demo scene, I'd recomme…
I'd need more details to recreate the issues. Can you provides screenshots of all the Inspectors/Editors involved - including your items, Menu elements and Settings Manager?
You'll need to update to the latest release to see it. However, I recommend trying it out in a duplicate/backup project, as its quite a jump in versions.
Make sure that the Active Input's Available when game is property include Paused, so that it responds when the game is paused. If need be, you can separate the logic into two separate inputs that kick in either when in gameplay or when paused.
You can do this by having the Label display either a String or PopUp Global Variable, which stores the dynamic text, and then updating that variable's value through Actions.
I'd recommend the use of a PopUp, as you can then control all of the possi…
You can use AC's Engine: Manage systems Action to disable e.g. the Movement and Interaction systems if you want to prevent the Player from moving and Hotspots from being interactive. You shouldn't technically need to disable anything on the AC side…
This could be done with scripting, but you should be able to get this behaviour by having a separate, invisible menu, that spans the area of the Inventory menu, and is set to appear "On Mouse Over".
What you can then do is assign its &quo…
Thanks for the elaboration.
The interaction system needs to be a global setting, as the interaction method needs to be known in advance of the Hotspot selection process. However, there is flexibility:
* When the Interaction method is set to Choos…
"On Input Key" refers to a single button press - not an axis where the direction needs to be factored in.
Instead, set the Appear type to Manual, and rely on Active Inputs to turn the Menu on and off.
Active Inputs offer more control ove…
Internally, a PopUp's value is an Integer that represents the index. You can convert this into text with the GetPopUpForIndex function:
myVariable.GetPopUpForIndex (myVariable.IntegerValue);
This can be achieved by hooking into the OnInventoryDeselect custom event, and halting the Player if it occurs during gameplay:
using UnityEngine;using AC;public class DeselectingStopMovement : MonoBehaviour{ private void OnEnable () { EventMana…
I'm saying that there's no need to re-invent the wheel, if the script already achieves the gameplay you're after.
If you convert the scene into an AC scene, the puzzle itself should still work - but you'll likely get undesired side-effects, such as…
What are your AC and Unity versions, and is the Player able to walk through only while dragging, or at all times?
Check that the Draggable component's Ignore Player's collider? is unchecked. Assuming this is already the case, could you share scree…
This would be a case of using a custom script to override AC's reading of the "Run" input, based on its own listening for "double-tapping" the movement input.
Details on this technique can be found in the Manual's "Remappin…