Welcome to the community, @Cidatrite.
It does indeed look to be a Unity Editor issue - AC is relying on Unity's menu code to create its toolbar links. What version of the Editor are you using?
As a workaround, you can try changing the link manual…
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Unity's ScrollBar doesn't provide this behaviour built-in, you'd need to attach a script to handle this.
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The first error is coming from Unity itself, so it may not be possible to fix. To be clear, what is on line 203 of your modifi…
No code is necessary for PlayMaker / AC variable syncing - it's built in. See the Manual's "Linking with Playmaker Variables" for details on the workflow.
Try running the ActionList its placed in manually, by clicking "Run now" in its Inspector.
Are your scenes added to the build settings, and do any messages appear in the Console?
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Apologies. The script's "associatedIconID" must also be public, and then set in the Inspector to match its associated icon. I have updated the script once more.
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It seems to not tint for the first active icon shown when t…
Where/when/how are you checking the bool to affect the Menu?
Don't rely on a bool, though. Your Active Input ActionList can start with a Menu: Check state to determine if the Inventory menu is locked and then unlock/lock it accordingly.
If you wa…
If you're switching scene in the normal way as part of the Cutscene, the Player will travel with it and be placed at the appropriate PlayerStart in the next scene.
If you want the Player to remain where they are for its duration, the easiest approa…
Check that the script's filename matches the class, i.e. ActionSceneNext.cs, and make that the scripts inside the folder it's placed in are exclusively Action scripts.
The robust way to link the two together will be to update AC's save system with callbacks, so that coroutines can be used for processes that take time.
I can add this, but you will need to use the latest release. What version are you using now?
Have you modified the PointClickHorizontal2D wiki script? That will remove Y-positional changes to the character, whereas a 3D world will need the Z-axis affected instead.
Your setup is too unique for me to give more specific advice. You will nee…
At what point is the "Coin" ActionList run, and where do the Actions you describe sit in relation to others in the list?
Is "Coin" an asset, or scene-based? If an assetm make sure that its reference to Key includes a Constant I…
Possibly not so much. I shall give it some thought.
Such overrides, however, would likely not carry over to the save system - so they'd need to be re-applied after loading a save-file.
@256bits Can you share a screenshot of how it appears on your end?
The highlight effect is performed by switching out the node's texture to AC's window-running / window-running-light textures (depending on which Editor skin is active). It is possi…