If you're using Unity UI, then yes - clicks are registered on the "up".
I think the best approach would be to have the same behaviour when skipping speech. To do this, you can use a custom delegate for AC's InputGetButtonDown function. …
If you can import it into Unity as an AnimationClip, AC can play it - either by placing it in your Animator Controller, referencing it in Timeline, or via the script I linked to above.
Are you currently using AC or Unity UI for your Menu's Source? You'll need to switch to Unity UI if not already, as this will give you the necessary control over its styling and alignment.
With Unity UI, AC won't reposition your elements - where t…
Thanks for the details - recreated.
I will look into this, but in the meantime to can set "Display cursor" to "Always", and assign an invisible texture underneath. AC's own "EmptySlot" image should do it.
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A Timeline can only affect the objects it directly references. AC's Object: Control Timeline Action, however, can remap bindings at runtime.
While editing the Timeline, place the prefab into the scene and bind that scene object to the Time…
I cannot recreate the behaviour.
It should be - based on your settigns - that the event is fired only upon clicking down. Is it firing when clicking up only while speech plays, or in regular gameplay as well?
Though, it is possible to get the cur…
OnMenuElementClick includes a button parameter for the type of mouse press involved.
I will still require the details above, and please share the custom code you're using as well.
Thank you. Is the second image of the Trigger's Actions, or the Hotspot's?
A useful tool when debugging is AC's "Status box", which can be enabled from the bottom of the Settings Manager. When enabled, this will list your game's current…
Does it move as if to "catch up" with mouse movements made while the game was paused, i.e. the different in mouse position between pausing/unpausing?
It sounds like a UCC issue, but might be just a case of tweaking which code you're comme…
Yes, that was what I meant.
I would have recommended this approach before the update. In general, it's more efficient to use events instead of checking every frame - that way, code is only run at the time you need it to.
A single Update/LateUpdat…
You can use the MenuInput element's SetLabel function to update the display text regardless of source. Though, this too will need updating to work with TMPro:
public void SetLabel (string _label){ label = _label; if (uiInput) uiInput.text = …
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Try replacing AC's MenuInput script's GetContents function with the following:
public string GetContents (){ if (uiInput) { return uiInput.text; } return label;}
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Try using the Menu: Select element Action to force…
The changes you mention are unique to the scene in question, since the split-screen effect requires two cameras that are in the scene. You will need to begin the effect again when switching to a new scene.
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Shouldn't factor in, but if you attach the script to your UI prefab you can bypass AC's Input element and just read the contents of the TMPro Input component directly.
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If you've added TextMeshProIsPresent to your Scripting Define Sy…
It's not a supported platform, but I should think it possible with custom scripting. The main things to deal with are how the camera is set up, and how you interact with objects.
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Thanks for the elaboration. Yes, in that case, you'd need to record the Day you last speak to the NPC as a Component Variable.
In the NPC's interaction, you'd then check if the Global "Day" variable matches the NPC's Component &q…