Welcome to the community, @peri.
Having the light turn on/off based on the animaton state is a case of animating the Light Inspector's "Intensity" property within those states. This doesn't involve scripting, nor strictly AC, but is a ca…
I can't give advice regarding that specific platform, but inputs can be overridden in AC by setting custom delegates through script. The Manual's "Remapping inputs" chapter has more details.
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An AudioSource must be present in the scene in order for it to play - this is Unity's built-in behaviour. You can either drop an instance of the prefab into the scene file itself, or use the Object: Add or remove Action to spawn it in at ru…
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The script relies on Unity's Start function, meaning it'll update the name once the scene is opened. If you changed the language mid-scene, the names wouldn't be updated to reflect this.
If you're still using AC's Language option to change…
So long as the styling is the same, you should be able to rely on the same Interaction UI.
Again, AC can show/hide interaction elements dynamically based on the Hotspot involved. For example, if a Hotspot has "Use" and "Talk to"…
The error was related to an invalid key ("MainHall") set in an Object: Add or remove Action that has Reference Addressable? checked. If it returns, check that the prefab it references has a key that matches.
I'll be adding the option for the Link Variable To Animator component to work with Global Variables in the next release - that should allow you to update an animation based on changes to a Global Variable automatically.
The above script should stil…
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The script I shared will duplicate the original Interaction UI so that it can be used to display for multiple Hotspots at the same time. If you're not looking to do that, the script won't be necessary.
You might not need any custom scripti…
This should be possible with a custom script, attached to the NPC, which works by moving the NPC to a set distance from the Player whenever the Player moves.
This would replace the use of AC's Character: NPC follow Action, so you'd need to remove t…
When a menu is locked, it will not turn on - even when its "Appear type" condition is met.
If you want to display it all times, set the Appear type to Manual and check Enabled on start?.
Welcome to the community, @karias361.
It does deviate a bit from the classic adventure game type that AC is intended for, but yes - I'd say Global variables are the best way to store such information.
Global variables can be read and updated in an…
AC will only update the UI visually at runtime. If you want to get an idea of how things would look, you'd have to modify the Text components in the UI itself. AC will replace their contents at runtime with those set in the Menu Manager.
Welcome to the community, @Luxius.
You can set your Interaction element's Display type property to Text Only to have it update the linked Button's Text child with the name of the Interaction, rather than the Image with the icon.
To be clear: are y…
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In both menu types, label text is set inside the Menu Manager - so [var] tokens are still available and used in the same place.
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Each element slot becomes a separate object, yes, but the "Show/Hide element" feature will wor…
I'll always recommend using Unity UI over AC menus, and especially so when it comes to animation.
The AC approach shouldn't break intermittently without reason, though. Does the Console reveal any relevant information, and have you marked the text…
Currently, only the RawImage will be affected when hovering over such elements. If you're controlling the display with animation, that'll override this texture.
I should, however, be able to add the ability for the "Cursor ID" parameter …