Pressing Enter should trigger it - but I need to see the Comment in full as it appears when clicking outside any of the fields.
Are you using Input System or Input Manager for input handling?
You can use Input System with AC, but you also need to install the Input System Integration template when running the New Game Wizard. That will provide you with an Input Actions asset where you can define your game's inputs.
There is an ActionList: Pause or resume Action but you would need to be sure that the ActionList is running before calling it.
One way to do this would be to have a Local bool variable named e.g. IsInDoorway, that uses a separate Trigger to set its…
Thanks for the suggestions.
The ability to order Objectives by their definition in the Editor will be provided in v1.85.
It's possible to have category tabs by creating separate InventoryBox elements with different "Objectives to display"…
Your "Hotspot detection method" is set to "Mouse Over" - it's not using the Hotspot Detector by itself. Is the icon's display a result of an earlier custom script?
To be clear: you're testing on an Android or iPhone through a browser?
What are your AC/Unity versions, and are you using Input System or Input Manager for input handling?
So you're saying that it works in builds, but not the Editor?
And also that these issues occured only after adding custom scripts?
What were the scripts?
I'm not 100% clear on your description, but it might be that you can have separate Items, but with the Item in the slot being separate, and having Combine interactions for each of the Items the Player can pick up, that causes that Item's amount to i…
I'm not clear on your mention of raycast code. Is custom scripting invovled?
How is the corresponding key linked to the Menu? By setting its Appear type to On Input Key, or via Active Inputs?
Are you using Input System or Input Manager for Input…
Quick aside: it's best place your files outside of the AdventureCreator directory. Your project can have multiple Resources folders - create a new one and move the audio files there.
You're testing in the game's original (English) language, I take…
You wouldn't need the Inventory (and likely Variable) Actions, but yes - the use of the Engine: End game Action looks correct.
What is the ordering of the scenes involved? Is the "menu scene" that gets mistakenly loaded different from th…
It depends on your Cursor Manager's Cursor rendering setting.
If it's set to Software, you can control the size below in the "Inventory cursor" panel.
If it's set to Hardware, it's based on the texture itself - so you'd need to scale up …
Checking Ignore mouse clicks? should be enough, but make sure it's listed above your regular Inventory menu in the Menu Manager as this determines the order in which Menus are "processed" by AC.
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Look for the Settings Manager's Hotspot input mode - it's set to Touch Twice by default so that the user can avoid mis-taps on the wrong Hotspot.
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That sounds like the cursor showing. Disable Interaction icons in the Cursor Manager,…
It's not ideal as a solution, but so far I'm stumped as to what the underlying issue is. It may be a Unity issue, given the prefab connection is handled by Unity.
Does this occur in all scenes?
What are the ActionList's properties, and what are your AC/Unity verions?
Does the issue persist if you temporarily clear the ActionList from the "ActionList when turn on" field?
What are your AC/Unity versions?
The Restart Game command will automatically clear Variable and Inventory data.
Does the "Intro" scene load if you run a regular Scene: Switch Action? As a test, try instead referencing the scene by Build…
What are your AC and Unity versions?
Place an ActionList: Comment Action at the top of the Button's ActionList, and give it some text to show up in the Console when it runs. Then, share that along with its full stacktrace.