Understood - though editing CursorIcon in that way isn't possible as it's used more widely than just for inventory.
Though it's a little different to the above, the most robust approach would be to provide a default offset that gets overridden if a…
Is your speech text set to scroll? Try checking Resize every frame? in the Menu's properties panel.
Though, the more robust method is to rely on Unity UI for your Menu's rendering - as the Content Size Fitter component offers greater control when …
The settings are global - you could feasibly have a script that modifies their values based on the last-selected Hotspot, but it'd likely be error-prone.
I'd say it's better to clear the Hotspot icon texture field, and solely rely on Highlight even…
The GameObject will need to be enabled in order to find it - you're best off keeping it active, but disabling its Renderer component. If your script has a reference to the GameObject, you can enable it with:
myGameObject.GetComponent<Renderer&g…
Make sure that the active GameCamera has a Constant ID component attached - this'll be necessary to record which camera to re-assign when loading save data.
See the Manual's "Saving scene objects" chapter for details - this process can al…
Your events are enabling and disabling the entire GameObject - this is an instant effect and won't allow for fading.
For an effect over time, you can either rely on a custom script function to handle the fading - or animation.
If you attach an Ani…
Two ways: either with the Character: Face object Action (with Face with set to Head), or during Timelines with the Head Turn Track.
You'll need to enable IK head-turning for your character - use Mecanim, enable IK on their Animator, and you can the…
So it's SkinSetter that's needing to be updated?
It sounds like it'd be a case of having SkinSetter record what attachments are present on the skeleton before whatever changes it's making, and then re-apply those attachments.
This is not involving…
You can use a regular Menu from the Menu Manager for that.
Inside the Menu, create a Button element and set its Click type to Simulate Input. You can then enter the details of the input to simulate - e.g. a Button named InteractionA for left-click…
Welcome to the community, @bannonjacob.
The errors you're getting suggest the script is over 300 lines, but the ImportSpeechEditor code above should only be 141. Are you modifying the code within?
Is the underlying intent here to provide a global click offset to all items, that can then be optionally overridden on a per-item basis? I can certainly consider that.
I would also mention, however, that the use of Unity UI for cursor rendering sh…
Welcome to the community, @bill_renk.
I'd always recommend using the latest LTS version of Unity - both when using and not using AC as well.
However, if you find an issue between AC a particular version of Unity (including betas), by all means let…
Currently, prefabs are referenced directly - though having them be referenced by Addressable is on my radar.
Thanks for the prompt, I will look into it.
Welcome to the community, @Ptitlion.
This option will appear at the bottom of the "Camera settings" panel - so long as you're building to a platform that supports it.
If you're building to Android, iOS, or TVOS, it should appear. What p…