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 …
It's no bother - it does look like it should all work, and I certainly can't recreate such a problem.
What are your AC/Unity versions? Are other Variables updating as intended?
You can use a separate "pausing" Menu that turns on at the same time if you're not in your title screen sceen.
This technique is covered in this tutorial for the sub-menus (Options, Save, Load, etc).
You'll need to upload your images to a hosting site such as imgur.com, and paste links here.
If an Action references a prefab, or an ActionList asset references a scene object, then the Constant ID value will be used as an identifier. If you chang…
Generally speaking, I shouldn't think so. I assumed that most games that rely on UCC would involve Player Vicinity-based detection, but it's not strictly a requirement.
The screenshots don't reveal anything amiss - although you needn't run your checking Actions in parallel - just string them along from the "If condition is not met" socket.
Check that the ActionList that increases the value by 1 is runnin…
It won't appear there - but you can attach the Set Interaction Parameters component to your Hotspot to configure all parameter values when the assigned Inventory interaction is run.
How are you determining the variable's value is not changing? Do you have Show realtime values? checked in the Variables Manager?
You can decrease the value by assigning a negative number in the Action's "+=" box.
A tutorial that covers…
Where in the Inspector are you wanting the parameter to appear?
Action Parameter fields are type-sensitive, and will only appear if its appropriate to display them. An Integer parameter like Num_Support will only appear above Integer Action fields.
Don't rely on a bool variable - access the locked state of the Menu directly with the Menu: Change state and Menu: Check state Actions in your Active Input's ActionList.
Welcome to the community, @ketoth.
When loading save-game files, AC will apply any save-data it has to the scene.
It shouldn't affect GameObjects that have since been added to that scene, however. If you add an NPC to the scene file, that NPC sho…
AC wouldn't be involved in the animation as such - you'd still rely on the FBX export technique to have it be playable inside Unity.
To have it play alongside AC speech, however, you can either:
* Use Timeline for your cutscenes, and overlay Anima…
If matchPropertiesWhenMerging is true, then AC will compare the properties of similiar item types, and prevent them from merging if they differ. Depending on what function you're calling, AC will see about placing the added item in a different slot…
You can have a script hook into the OnMenuTurnOn custom event to listen out for your "Inventory" menu turning on, and then run the use interaction of the selected item:
using UnityEngine;using AC;public class AutoUseSelectedItem : MonoBeh…
You can limit the cursor's influence on the camera's spinning and panning to only while its locked by checking Input requires locked cursor? in the GameCamera Third-person component's Inspector.
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Are you able to access AC's Pause menu? If you've removed it from your interface, you can bring it back temporarily by switching to the Default_MenuManager asset.
What messages appear in the Console, and what does AC's Status box (enabled …
This can be done with Active Inputs.
Create two inputs named Quicksave and Quickload, and then define two Active Inputs that refer to these inputs. You can then assign ActionLists that both call the Save: Save or load Action to either autosave, an…