Revert back to my script - you've removed the call to UpdateUIButton which sets up the onClick behaviour.
This function also sets the IsVisible property, so they should display correctly. Regardless, does that then give you the click functionality?
First check that the option being checked gives you the right behaviour when using a gamepad. The option can be toggled on/off using scripting, but it's important to know the correct combination of settings for each input method beforehand.
A samp…
It looks like the issue may be in calling "Stop Moving" when a character is not moving. In this case, their recorded "last path" will be forgotten, so they won't be able to resume it.
So long as you only call "Stop Moving&…
I'll need more details on your specific situation.
* What are your AC/Unity versions?
* Are you using Unity's new Input System, or the default Input Manager?
* Is your Menu using Unity UI for rendering?
* What is the Menu's "Appear type"?…
For code to appear correctly, just make sure that each line has at least one tab-indent.
The script itself doesn't deal with the selection/deselection of items, however - only the updating of UI based on that.
What are your AC/Unity versions now, …
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You can lock a Menu to prevent it from showing even when its "Appear type" condition is met.
If you set it back to During Gameplay, you can use the Menu: Change state Action's "Lock Menu" / "Unlock Menu" comman…
Is this a menu that pauses the game while open?
Make sure that Directly-navigate Menus when paused? is checked at the top of the Menu Manager - though this is also necessary when using the old Input Manager.
The Parallax2D component takes the object's staring position into account when calculating its new position. If you use the Remember Transform to affect its starting position, then that will also affect its parallax.
If I'm following you correctly…
It should be that the move direction menu buttons also work - have you tried using them to navigate?
Assuming so, the next step would be to add the ability to enable/disable directions per-location, as well as record such changes in save-games.
Sh…
As of v1.76.1, it is possible to override the Ambience and Music objects with custom prefabs. You should be able to use this to override Ambience with an Ambience prefab whose Mixer Group is assigned to your Speech mixer (or a child of it).
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You'll need to add this input to the ControlsReader prefab's "Input Action References" Inspector field before it will be read by AC. Are you having this issue after having down so?
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Is your Menu's Source set to Adventure C…
First, just test out the behaviour using the Inspector's context menu - we'll need to make sure the fundamental location-switching works from there before we incorporate it into a menu.
Assuming so: for the menu buttons - are you using Unity UI? W…
The Interact function runs an ActionList you assign in its Inspector - if it blocks gameplay, it'll prevent interactions. Don't be confused by the similar names - you could rename "Interact" to "RunActionList" to make it more cl…
The location of the two Actions shouldn't matter. What is your AC version?
You say the two are running simultaneously - is Stop Moving definitely being called before Resume Last Set Path?
Try running Interaction B manually (click Run now) at the …
You can lock a Menu to prevent it from showing, but are the Hotspot or Inventory labels showing by custom script? Only one Hotspot label shows at a time using AC's built-in Hotspot label tool.
For the input side of the issue, this script on the AC wiki can be adapted to work with touch-screen input.
Try this:
using UnityEngine;using AC;public class HoldToFlash : MonoBehaviour{ private bool isInGameplay; private void OnEnable () { …
Changing the name directly would involve updating the raw asset data, which I don't recommend.
Technically, it is possible - right-click the item's Label (if not name) field label to get an API reference to it that can be set at runtime. Such a ch…
A Menu being non-interactive by default during a cutscene is by design.
You can enable interactivity during this time, however, by checking Clickable in cutscenes? in the Menu's properties.
For this option to show, the Appear type property must be…