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ChrisIceBox

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ChrisIceBox
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  • The Console output processes tags as it sees them - the <i> tags should still be there. Though, to be sure you can temporarily unhook the StartSpeech event until the issue is resolved. When you say the tags aren't formatted, do you mean they…
  • Set the enabled value explicitly: private void EnterGameState (GameState gameState){ if (gameState == GameState.Normal) { CanvasObject.enabled = true; }}private void ExitGameState (GameState gameState){ if (gameState == GameState…
  • A fix shall be included in the upcoming update.
  • The glitching looks like a re-draw issue, where that portion of the screen isn't being cleared properly. This may be down to the joystick, rather than AC specifically. However, you needn't move it to the Menu Manager to prevent it from showing dur…
  • Try checking Ignore input? in the Interaction Menu's properties.
  • You'll want to lock all of them but the one you want to display - before a Hotspot is clicked and the call is made to show them. This can be done with the Menu: Change state Action, or through scripting - a Menu's locked state can be set through sc…
  • Right-click the field's label to copy an API reference to it that can be pasted into a script. This can be done for any Manager field.
  • Recreated, thanks for the details.
  • The Source option shouldn't factor into things. If you only want to show the Hotspot menu when the Inventory is open, though, you can lock/unlock the Hotspot menu when the Inventory menu is off.
  • (Quote) Are the Hotspots overlapping one another, and is interaction still prevented if the other one is moved away so that only the problematic Hotspot remains? (Quote) The Hotspot should be passed to PlayerInteraction via the GetSelected call in …
  • Not that I'd recommend AC for an exercise app, but it'd really come down to what you want to show in the scene itself as opposed to the menus, the logic for which will be part of asset files outside of the scene.
  • It's been a while - how are your Containers surviving scene changes? Via the script attached that calls DontDestroyOnLoad for its GameObject, or as part of the Player prefab? Please share any screenshots you can to illustrate the issue. Both of t…
  • What's your AC version? The Add function is really just shorthand for the Add function in its InvCollection instance, and this should check for both empty slots and those that match the item being added. Lets see the properties of the item being a…
  • (Quote) When you mention "testing" vs "playing", do you mean running the game in the Editor vs a built executable - or does testing refer to previewing Menus in the Game window while in Edit mode? Let's see screenshots of your t…
  • "Hover" Item names appear in the Hotspot label. Make sure that your Hotspot menu is unlocked, and that it appears beneath the Inventory menu in the stack of Menus in the Menu Manager. The ordering of menus controls their update order, so…
  • (Quote) Is the Engine: Apply resolution Action being successfully run? The Options menu being inadvertently closed may be interrupting it. Again, attaching a comment to the Action can help reveal if this is the case. (Quote) The main alternative …
  • (Quote) Is there anything about this Hotspot that is noticeably different from others, whether it be its position, shape or settings? If possible, share screenshots showing the Scene-view layout of the Hotspots and the Hotspot Detector collider at …
  • For an ActionList to run across multiple scenes, you need to use an ActionList asset that has its Can survive scene changes? property checked in its Inspector. When such an asset has Scene: Switch Actions, you'll then have the option to continue th…
  • You can get the SFX volume with the GetSFXVolume function: AC.Options.GetSFXVolume (); See the Manual's "Variable scripting" chapter for details on how to set a variable's value through script. To automate this, you can set a Float vari…
  • Welcome to the community, @silveruga. What are your AC and Unity versions? Does the problem only occur with this single Hotspot? What happens if you approach it such that a different Hotspot is first selected, and you then press the CycleHotspots…
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