What is your "Cursor rendering" field set to?
Do you have an input named "ToggleCursor" listed in your Project's Input settings, and if so - are you invoking it at the time?
Check to see if you're using any Engine: Manage syste…
If you uncheck a Highlight component's Auto-brighten materials when enabled?, then the default highlighting effect will be disabled - and you can read the component's GetHighlightAlpha value to apply a custom effect through script.
For example, you…
Welcome to the community, @scouts.
Apologies for the trouble, but thank you for the details. I have recreated the issue, and it looks like it may be a bug related to the use of Unity UI.
I shall look into this further, but can you check that thin…
What are your AC and Unity versions, and how large are the audio files in question?
The approach is correct - playing the first and queuing up the second - but AC still relies on Unity's audio system for playback.
Try tinkering with settings in yo…
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This suggests it's part of Unity's built-in behaviour, where the Game window needs to be "focused" in order for it to take control over the cursor. I'd expect that this issue would not occur in builds - just more of a nuisance whe…
Both AC-sourced Menus, and Software cursor rendering, rely on Unity's ImGUI system - so the behaviour you're getting sounds right, though I'm not sure of the exact cause.
You can modify your Cursor Manager's Cursor rendering field, however, to eith…
There is an option to prevent movement when an item is selected, but it currently only appears if Left-click deselects active item? is unchecked. I can look into exposing this option when checked, which causes the item to be de-selected, but the Pl…
If you're looking to check out the template before incorporating it into your game, you can create a new project and import both AC and the package - the template includes an example scene that you can run without the need for your own project.
Whe…
SpriteFader will only work with Sprite Renderer components, yes. If you want a UI Image component equivalent, you can copy the script and replace SpriteRenderer references with UnityEngine.UI.Image.
Use of an Animator component to control appearan…
Thanks for the details, though I'm not able to recreate it on my end with the same settings.
Is this occuring in builds as well, and do you have any other assets installed that may also be controlling the cursor?
As a test, let's see what the resu…
Here's one that adapts that function - you'll need to attach a Sound component as well:
using UnityEngine;using AC;public class CameraDragSound : MonoBehaviour{ public float minThreshold = 0.1f; public float slidePitchFactor = 1f; public S…
Your Hotspot and NPC components are on separate GameObjects - you will need two separate parameters to represent each of them.
Create a new GameObject parameter and name both "Hotspot" and "NPC" to make the distinction between t…
You can attach a custom script that plays the sound separately - no need to modify the original script:
using UnityEngine;using AC;public class CameraDragSound : MonoBehaviour{ public float minThreshold = 0.1f; public AudioSource dragAudioSou…
Welcome to the community, @CamperJohn.
Are you referring to the "AC" cursor, or your system cursor, or both - and does this occur in builds or only the Editor?
When you say it "floats", what is the exact behaviour? Is it movin…
When an asset-based Action references a scene object, it will do so via its Constant ID number. This is a number that will be added automatically to the scene object when you assign it - and will be displayed in the Action.
As this number is what …
A series of tutorials on writing custom Actions can be found here.
What's your use-case for this? Are you looking to change a sprite to one of a small number of options? If so, I'd still recommend the use of animation for this.
If you attach an …