Certainly scripting can always be used to aid more complex designs such as the one in your example video. To have "section tabs" at the top, however, shouldn't strictly require it.
One approach would be to place all elements of all pages…
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It does look troublesome to deal with like that. This would be more feasible were you using sprite-based animations, but if each direction uses a separate rig it is going to get messy quickly.
I'd personally probably look into the single-r…
Move the Debug.Log statements to the inside of the function's second set of brackets, so that they only show if the Menu and Element names match up - do they still show?
I'd need to see the project for myself to know why - I can't see anything in the changelog related to this.
If you have a gameplay-blocking ActionList running when a "During Cutscene" menu turns off, however, I'd expect an issue along tho…
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AC will render the split divide as a separate texture, drawn in Unity's ImGUI system with a depth of 10. This will be drawn atop any Unity UI Canvas.
You could try disabling this by unassiging your MainCamera's "Fade texture" fie…
What's your AC version? Looks like there may be a related issue introduced in v1.75.4.
Try opening up the ConstantIDEditor script and replace the block from line 48:
else if (_retainInPrefab && _target.constantID == 0){ _target.SetNewI…
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When using the Object: Call event Action, you need to assign the object that the script is attached to as a component - not the script itself.
You won't be able to use Object: Call event here, since it'll be the scene instance of the prefab…
Welcome to the community, @TedAgriogianis.
My apologies for the trouble - this behaviour shouldn't be the case, though I'll need a few more details to get to the bottom of it.
When you say Markers are pointing to the wrong places, do you mean that…
What specific issue with it are you currently having? Any screenshots you can share will help me understand the situation.
If you haven't seen it, the Manual's "Saving and loading overview" chapter covers the principles involved with the…
Categories aren't currently used by the crafting system, but it might be a useful case here.
For example, a Crafting Output element could feasibly be set to only allow Recipes that result in an item from a specific Category.
I'll have a look into …
The package is missing the nested prefabs that hold the bones, but if you're having issues with the Blend Tree and angle parameter, try using the Direction integer and transitions instead. A Blend Tree is designed for properties that can blend betw…
This warning will show for Remember components that are present on persistent GameObjects, i.e. those that are in the DontDestroyOnLoad section of the Hierarchy.
The "Retain in prefab?" option can be found in the Constant ID component's I…
You'll need to enter your Menu and InventoryBox names into its Inspector, and then have your OK Button run the component's "UseItem" function when clicked.
Where are you applying the math? AC isn't dealing with samples - just a transition duration. If your animations are 1 second long, setting 1 in the "Transition time (s)" field should do it.
What may also help is to have the "Off&qu…
A script that provides the ability to use frame-flipping with Sprites Unity Complex characters can be found here:
https://adventure-creator.fandom.com/wiki/Frame-flipping_for_Sprites_Unity_Complex_characters
You don't need to have each direction's…
You can use's Unity Animation Events feature to run custom functions at certain points in an animation - see the docs for it here.
You can't pass an ActionList as a parameter directly, but you can pass it as a Unity Object and use a conversion func…
Enable the AC Status window from the bottom of the Settings Manager. In the Game window, it will then list any running ActionLists that are causing it to block gameplay. What does it reveal?