(Quote)
The script should only kick in as an inventory item becomes selected - it should still allow for an Item's Use interaction to run.
(Quote)
I'd need to see the screenshots mentioned above, as well as a Use interaction you mentioned.
The "Rotate sprites to" mention was as an alternative to the first script - if you use that field and the second script, and remove the first, does it then work?
As both scripts affect the rotation, there's a conflict - they'd likely have…
As I understand it, the behaviour is built-in to Unity.
When are you running the ActionList, is it set to "Run In Background", and does it re-focus the box if you manually run it from its Inspector window?
Assuming it works when run at t…
Welcome to the community, @FabulaFK.
It's possible to alter the way inputs are registered by writing a custom script that overrides AC's input delegates - see the Manual's "Remapping inputs" chapter.
I'd like to recreate the issue on my …
Try replacing the script's GetActiveHotspot with GetLastOrActiveHotspot - does that work?
If not, I'll need to see screenshots of your Settings Manager and Inventory menu's properties to attempt a recreation.
With Hardware, the cursor in the game is the system cursor - the two are one and the same.
The cursor being controlled by the game upon "focusing" the window by clicking it is a Unity behaviour. To rule out this being a Unity Editor issu…
The script looks for defined Inventory interactions on the Hotspot - it can be changed if necessary, but first test it by making sure a Hotspot has an interaction for the specific Inventory item being used.
Welcome to the community, @thi55.
AC is indeed focused on narrative/puzzle games, but it does have a customisable menu system.
However, menus are typically static, in that you define buttons, labels etc that are generally fixed in place and conten…
The Scene: Check Action can be used to check the previous scene visited. If you add this to the top of your OnStart cutscene, you can limit the Actions beneath to only run when entering from the map/street scene (or just not when entering from the …
Looks fantastic Ken, I'm humbled to have played a part in your return to the genre.
Congrats and happy new year to you, Roberta, and the rest of the team.
Bools and Integers are very similar in practice - think of a Bool as an Integer that only has two values, where False = 0, True = 1.
You shouldn't typically need to set a Variable's value when your game starts, regardless of its type. A Variable's…
It sounds like an issue with the way the Video Player component is set up.
Make sure that its Render Mode is set to Camera Near Plane, and not its default value of Render Texture. This will cause it to be viewed by the scene's MainCamera.
At the top of the Parallax 2D component's Inspector, set the Reacts to field to Transform, and then assign the MainCamera in the Transform to react to field that then appears beneath.
(Quote)
The ability to control in-game menus directly can be set at runtime using the Engine: Manage systems Action.
(Quote)
The script relies on custom events - it runs automatically without the need to run it via Actions.
Attaching it to an empt…
When importing an update to AC, your game's Managers will become reverted to that of the Demo game's unless you omit the References object from the import process.
If you've used the New Game Wizard to create your Managers, however, you can bring t…
When a sprite-based character is used in a 3D scene, they'll have an additional Rotate sprite to field in their Inspector. This can be used to control whether they face the camera's facing direction, or its relative position.