That behaviour is optional.
Thanks for the Managers. It looks like this is just a case of having to uncheck Only show label when over Hotspots and Inventory? in the Cursor Manager.
This is occuring in the S_Corridor scene, i.e. the one that gets switched to from the Title screen?
How many PlayerStarts are in the scene? When entering from another scene, the Player will use the one most appropriate it finds. The "Default…
Firstly, you'll need to fix a minor issue within AC itself.
Open up AC's MenuInventoryBox script and look for the following around line 676:
if (uiSlots[i].uiButton && uiSlots[i].uiButton == gameObject)
Replace with:
if (uiSlots[i].uiBut…
I cannot reproduce such behaviour - copying your settings causes the active graphic to be shown only when over Hotspots.
Does this occur in the 3D Sample scene file, and can you PM me your Manager asset files?
The yellow box is only drawn when using a Box Collider - it won't show for a Mesh Collider. That doesn't prevent it from being interactive, however - it's just a visual indicator when designing.
Is your object on the Default layer? The presence o…
Thanks for the screenshots. Neither of your Inventory items have a "Look" interaction defined - they both only have Use defined.
You'll need to create a new Standard Interaction and set the "Use" dropdown to "Look" to…
Not currently. When working with InvInstance, it's best to use custom scripts to get/set the relevant data.
Rather than putting things in a range of separate custom Actions, I'd recommend using event hooks to combine all into a regular MonoBehavio…
Welcome back, @StitchesStitches.
Are you looking for Items in the Inventory to have an Interaction menu popup, or should this only be for Hotspots?
If you want to remove the use of an Interaction menu for Inventory items, just set the Inventory in…
The Autosave still counts as a save-game file. If you run the Autosave process at least once, then the "Number of save games" value will be set to 1.
So long as you don't Autosave the game before presenting the Player with the Title-scre…
I'd avoid overlapping Triggers like that - it can cause confusion with Unity over which Trigger is the "main" one you want to take effect.
Instead, separate them by a distance comparable with the Player's radius, so that they can only be …
The Click Marker field in the Settings Manager is specifically related to clicking the NavMesh, as a way of conveying to the Player where they will be moving to.
The Click FX template uses its own system to spawn the marker at all times, with diffe…
It's possible to have Speech rely on Time.unscaledDeltaTime as opposed to Time.deltaTime by setting its useUnscaledTime property through custom script.
Conversations themselves are separate, however - they're not strictly tied to speech unless that…
For a Hotspot to be interactive, it requires a Collider component of the type that matches the game's perspective. In a 3D, first-person game, this means either a Box, Sphere, Capsule, or Mesh Collider.
Does your Hotspot object have one of these t…
Be sure to check Can run multiple at once? in the ActionList's properties, so that multiple instances of it can run together.
If the message persists, share it in full - stacktrace included.
The New Game Wizard has a "Modify existing" option that can be used to install templates in existing projects.
Once installed, it will assign a new prefab in the Menu Manager's "Event system prefab" field, which will contain the…
The parameter assigned in the AC Yarn Speaker component must be different to, or replace, the "Talk bool" parameter assigned in AC's Player/NPC components. If you make use of it, remove mention of it from the Player component.