You'll need to run the Objective: Set state Action to set your Objective's State to Active when your game begins. If it's not appearing in the Menu, it may be that the Menu is being turned on before this Action is run as part of AC's startup proces…
Welcome to the community, @ddstarderg.
Good spot on the cause, thanks for the digging.
Rather than swapping those around, however, try simply adding return; to the end of the EndCutscene-check block, i.e. just after ResetClick ();
Welcome to the community, @crosiles.
Properties aren't available for Objectives - they're for Items only, I'm afraid.
It is possible to store additional data in a custom script, however, that references your Objectives by ID number. Something lik…
actionList.actionListType = ActionListType.PauseGameplay;
If the Player doesn't move when the ActionPause is added, though, then it'll be down to something else.
Do any Console warnings appear, and does the Player's "blue movement line" …
The effect of it will always be instant, but yes - you can shift a Journal element through script:
var journalToShift = PlayerMenus.GetElementWithName("MyMenu", "MyJournal") as MenuJournal;journalToShift.Shift (AC_ShiftInventory…
This might be OK - but AC will call this function itself via its own event hook. You would need to ensure your script has a larger DefaultExecutionOrder.
Rather than iterating over all elements/objects, however, it's easier to just affect a Canvas…
Define an input named "ToggleCursor" to switch between your cursor's locked state during gameplay.
A full list of available inputs can be found in the "Available inputs" panel of the Settings Manager, as well as the Manual's &qu…
Try this instead:
using UnityEngine;using AC;public class ShowNearbyHotspots : MonoBehaviour{ public DetectHotspots detectHotspots; void Update() { var nearbyHotspots = detectHotspots.GetAllDetectedHotspots(); foreach (var ho…