Yes - the InventoryBox element's "Display type" field can be set to either Icon And Text or Text Only.
Bear in mind, however, that Icon And Text is only compatible with Unity UI-based Menus.
I'd personally go with a RenderTexture. It wouldn't involve AC's camera system - it would render from a non-AC camera, and be displayed in a UI RawImage component within an AC menu.
The other option is to use AC's Camera: Split-screen option Actio…
Thanks for checking - it is cleaner, now.
The Events Editor, in the top toolbar, can be used to hook into the Scene / Begin game event. In its ActionList, you can then run an Object: Add or remove Action to spawn in your prefab.
The above script …
I can't recreate such an issue - I'll need more details to go on.
Check the Console for warning messages, and that there haven't been any changes to your settings in the Settings Manager. Is your NavMesh still assigned in the Scene Manager?
Does …
Best to use the same Unity version if you can, yes.
Copy/pasting the entire project folder should then be enough. No need to "re-link" AC again if it's already present in the project. The project' settings will be copied over as well, a…
With AC menu, you can check Ignore input? to have clicks pass-through. However, this affects the whole Menu.
There are a couple of ways to get around this:
* Separate the Buttons and background art into two menus, with only the former accepting i…
I can't recreate the issue, but your syntax looks fine.
Are you using the integration's EventRunner prefab? Its AC Yarn Variables compoent is required to be set as the runner's "Variable Storage Behaviour".
I have updated the integratio…
You can lock a Menu to prevent it from showing when it normally would.
With Actions, this can be done with the Menu: Change state Action.
With code, you can do this with:
AC.PlayerMenus.GetMenuWithName ("Inventory").TurnOff ();AC.Player…
LoadPrefs is called from the chain that begins in KickStarter.Initialise's SetPersistentEngine function call. Here's the stacktrace for the log that appears when starting up AC with OptionsFileHandler_PlayerPrefs:
AC.OptionsFileHandler_PlayerPrefs…
How are you playing the video? From the Video Player componen's Play On Awake checkbox, or with AC's Engine: Play movie clip? Action?
If you use the latter, you can check its Wait until finish? option, which - if the ActionList is set to Block Gam…
The component is set up correctly, but it's not clear from the screenshot what's changed. Are the clothes remaining in-place while the root moves?
I'd imagine that with this set up, you don't want to rely on Root Motion in your Animators.
So the same Animator Controller is on both the root and its immediate children?
Presuming its Animations affect a rig, it won't work that way - either the root, or its children, will respond - but not both. I'm only going by these screenshots, but…
Do you have Detect lowest overlapping Hotspot? checked in the Settings Manager, and how are the Hotspots arranged in 3D space, i.e. distance from camera?