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ChrisIceBox

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ChrisIceBox
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  • (Quote) If the slot is empty, yes. (Quote) Yes - again, if (Quote) When comparison checks are made for stacking two items atop each other, AC currently only checks that they are of the same type. If they both have different property values, they …
  • We'll need to do some digging to learn exactly what's going on - it may be that the Trigger's running, but certain Actions aren't taking effect. The easiest way to determine if it's being run is to insert an ActionList: Comment Action in there (pre…
  • (Quote) Hard-coding things into the core asset limits users by what's provided. However, a downloadable template that can be used and customised to suit is a good idea. You can find such a template on the Downloads page. (Quote) Input remapping i…
  • When you link a Button element to AC's Menu Manager, the text will be set by the element's "Button text" property in the Menu Manager. This enables it to be open to translations, use text tokens, etc. To all-cap your Pause menu's Buttons…
  • This shouldn't be a big issue, but I do need those details. Please be clear about what text is not changing, and where that change should be coming from. What element are you linking? Any screenshots you can share will help clarify the situation.
  • (Quote) There was an issue with "Retain in prefab?" not being clickable, but this was addressed in v1.75.7. I can't be sure if this is the same issue, however. What AC version are you using? (Quote) Is this to say it's showing the updat…
  • Yes, the Buttons will need a slight tweak to have them highlight when selected. Recreating and relinking the Buttons isn't necessary, however - the originals can be modified to highlight when selected with the Button component's Transition setting.
  • I have recreated the issues, thanks for the details. For the EventSystem de-selection issues: this'll involve some user choice as to what should happen in this event, so I think it best to rely on a custom event hook to allow the user to choose the…
  • (Quote) Set it to "Clear Content", and check "Items can be re-ordered in Menus?" in the Settings Manager's Inventory settings - does that improve behaviour?
  • Unity UI components are linked to the Menu Manager by their Constant ID values. The Menu Manager records such numbers when the objects are dragged from the Hierarchy into their respective fields in the Menu Manager. If a component's Constant ID va…
  • Open up AC's FollowTintMap script and replace line 62: _spriteRenderers = GetComponentsInChildren <SpriteRenderer>(); with: _spriteRenderers = GetComponentsInChildren <SpriteRenderer>(true); Does that resolve it?
  • Welcome to the community, @kahuna. Thanks for the details - I'll attempt a recreation. Do these issues occur if you switch the Container menu's Source to Adventure Creator?
  • It should just be a case of attaching to the root or sprite child and checking Affect children too? in its Inspector. Is this not having an effect, even on "deep level" sprites that are affected when attached to directly? Can you share d…
  • Welcome to the community, @bilnon. The details shown in the screenshots look fine - what are your AC and Unity versions, and are you using a keyboard or a controller for input? After a camera-switch, the direction change should kick in once the in…
  • Yes, indeed. A correction will be issued, thanks for the bug report.
  • A topic on this error message can be found here. Any slowdown you're getting is likely unrelated - Unity's Profiler can be used to find the source of bottlenecks, however.
  • How do the elements relate to your Inventory items? The standard way to show items dynamically would be to use an InventoryBox element that reads the Player's Inventory (or a Container, through scripting). Do you still get the freeze if the BigInv…
  • (Quote) Is this to say that the freeze only occurs for the first time the Menu is opened / inventory item is clicked? To be clear: you're listing over 100 inventory items in order to run their "Use" interaction when clicked? Are you simi…
  • See the Manual's "Inventory scripting" chapter for an overview of how AC's Inventory system works. At runtime, inventory item references are made with the InvInstance class, which both records the original item as well as local data assoc…
  • How you mix-and-match two such assets will depend on your specific needs, but AC needn't be turned off completely. AC's Engine: Manage systems Action can be used to selectively disable certain aspects while retaining others.
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