A script can certainly be used - but depending on how it's intended to be used, it may need to be triggered manually when the Menu turns on.
You can run a custom script function by hooking into the OnMenuTurnOn custom event and filtering out the in…
What is the exact error/log message that shows when the issue occurs?
I'm not clear on your intent with the animatorLenghtParameterID variable, since runtimeAnimatorLenght is ultimately not used.
However, the runtimeAnimators List should not be pu…
AC-sourced menus are renderered with Unity's ImGUI mode, which don't exist in the scene and are applied last in the frame draw-order.
To have your menus unaffected by post-processing, you'll need to use Unity UI to render them, and move them to a s…
This would best be incorporated into the script, where you can check the mouse position's X co-ordinate before running an ActionList.
An ActionList can be run through script by invoking its Interact function:
void Update (){ if (Input.GetMouseB…
An ActionList asset/file is different in that it can be run from any scene.
Hotspot Inspector fields default to type "Interaction", but you can change this by setting its Interaction source field to Asset File.
You could rely on split-screen, or just have a Menu take up half of the screen. If you wanted the Menu to "zoom in" on a part of the scene (or even some portion not visible in the main camera view), you could rely on a Raw Image component…
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If you assign a different Marker in the problematic Action, does it work? We need to work out if the issue is with the character, or the Marker they're moving to.
It seems like the character isn't being reported as having arrived, for some…
Both of the if/else branches in your foreach loop end with a "return" statement - meaning the code will always end after processing the first element of the foreach regardless of the outcome.
With your settings, right-clicking on an InventoryBox with no item already selected should trigger its Examine interaction, if defined. Is this what's running, or is it running the Use interaction / selecting the item?
The behaviour was made optional in v1.75.6:
* Added: Option to prevent the Player from snapping to a Hotspot's Walk-to Marker in the event of double-clicking
If your ActionLists block gameplay, then turning the menu on would result in a cutscene - causing the menu to turn off again.
Try setting the When running fields of the two lists to Run In Background.
Try unchecking Pathfind? in the Character: Move to point Actions. Your character shouldn't normally be able to travel between these two points in regular gameplay, so they may not be within the bounds of the NavMesh.
If that makes no difference, d…
Do right-clicks open the Interaction menu, or click the Interaction icon in the Interaction menu? And does the Interaction menu AC or Unity UI?
You can uncheck Mouse clicks have default functionality? to prevent them from causing default behaviour…
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As in, the new page is inserted at the wrong index?
Is the Journal open at the time of the change - and if so, does closing and re-opening it make a difference? It may be that it's a case of the change being made, but not reflected in the …
Welcome to the community, @CABJ.
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If you're just looking to affect the sprite's visibility, you can use the Object: Visibility Action to show/hide it.
You can precede these two Actions with an Object: Check visibility Action to work out if …
Unity UI components respond to click "ups" by default, but the AC Responds to property in UI-linked elements can be set to Pointer Down.
The exception for this is with InventoryBox elements when the Settings Manager's Inventory interactio…
I'll paste the script below, but since the original post AC has a "Unity UI" option for cursor rendering at the top of the Cursor Manager.
With this option, the cursor is drawn using Unity UI components, which allow it to be controlled/mo…