You can set this through script via the moveOutOfPlayersWay variable:
GetComponent<AC.NPC>().moveOutOfPlayersWay = false;
To call this via an Action, place this in a custom script function attached to the NPC and use either the Object: Call …
What are your AC/Unity versions, and what is the context of the Action in your screenshot?
Are you using Audio Mixer Groups to control volume, and what are the contents of the scene that make it different to others? At runtime, try locating the _M…
The input-switching is automated via the Auto Sync Input Method option on the Event System prefab that AC's Input System integration template assigns in the Menu Manager.
This integration uses its own Actions asset - Controls - that it places in th…
Update the script you created for the first instance of the code - the errors suggest you've copy/pasted it into a second file named Translation_forced
Ah, no - the Animator will only trigger a pre-set animation, not alter the Image dynamically based on which Item is actually involved. It's more intended for a scaling effect or somesuch.
To have the Image component update its Sprite with the high…
The inputs look correct.
In a separate project if need be, use the New Game Wizard to create a new 2D Point and Click game with Keyboard Or Controller input. With the CursorHorizontal/Vertical inputs above, you should have control over the game's …
The Dynamic Font Language script won't affect what text is displayed - only what font is used to display it.
I've updated the CustomTMProText script above to include replacement of text at runtime.
Make sure that you use Software rendering in the Cursor Manager, and you can then map the gamepad's axes to the CursorHorizontal and CursorVertical axes to control it.
The script only kicks in when a button is pressed - just moving the mouse won't have an effect.
The script is kept intentionally simple, however, so that it can be easily edited to suit the individual project's needs. Try adding this to the end of…
The "D2" converts the minutes or seconds into 2 digits - so 2 becomes 02, etc.
This default format will display 120 seconds as 0:02:00. I'll add an equivalent for hours in the next update, so that you can replace {h} with {h:D2} to get d…
Built-in, it's AC only. However, this script on the AC wiki allows you to have an Animator parameter react to this Action:
https://adventure-creator.fandom.com/wiki/Highlight_Items_in_UI
Can you share details/screenshots about how and where you're using your custom layout script?
Other than enabling/disabling the UI, and repositioning its "RectTransform boundary", AC largely stays away from rendering. However, the "…
The yellow warnings can be ignored - they're related to inputs AC can use but aren't defined.
Is the running issue limited to gamepad control, or keyboard as well?
Try changing the Run input action's "Action Type" to "Pass Through&q…
Putting aside the behaviour of Menus for the moment, is the "Input method" field changing dynamically?
The script should cause it to switch to "Keyboard Or Controller" when the JoystickButton input is pressed. Note that you can…
You can adjust the Sprite's "Pixels Per Unit" setting to control its size.
For position, you may have luck with adjusting the sprite's border and pivot point in the Sprite Editor, but I'm not 100% sure how TextMesh Pro reacts to such sett…
Within AC menus, this option will only affect the Text colour. I ought to hide this option if if "Display type" is set to "Icon Only" - apologies for it being misleading.
If you Turn Off a Menu, then that Menu is still bound by its "Appear type" condition, so is able to turn on again automatically if that condition is still met.
Locking a Menu will prevent it from turning on when this is the case.
You'll need to supply Fonts that are capable of displaying the characters in your game's text - their display can't be automatic.
However, if your Menus use Unity UI throughout, you can use the following script from the AC Wiki to dynamically swap …
You can do this by assigning a Sprite Asset in the "TextMeshPro - Text" component of the ChatLogUI's Content object, which is the field that displays the log's text.
Have this asset include your various portrait graphics, with a fixed nam…