The rules of Hotspot detection won't be affected by the selection of an Inventory item.
Share updated screenshots of the issue, I'm not clear on the situation.
To be clear: you're referring to the Player turns head to active Hotspot? option in the Settings Manager?
The Movement method shouldn't be a factor here - what is your AC version, and can you share screenshots of the issue? Shots of the Hotspot, y…
Where is the Animator that came with the asset placed? On each body part, or a shared root?
Having a separate Animator on each body part is not the right way to do things - a single Animator, that affects all - is the standard way of working, not …
Sorry, I'm not following. Are you importing just the template into your project?
It requires the rest of AC's update to be installed as well. What version are you working with?
Welcome to the community, @heavygrit.
Variables are the core way to keep track of actions and events that have taken place.
In this case, I'd say you want a Boolean variable, which can be True or False. A Bool named "Learnt about Rope" …
Looks like you're using an older version of the template, taken from the Downloads page.
An updated version of this template is now included with AC itself, and includes this field.
It should be both ways - the integration lets you get and set AC variables through Yarn scripts.
If you change PlayerDress to an Integer, does it work?
Setting OptionsFileHandler before AC is present should be fine, I would have thought. It's a static variable and not one tied to a particular instance.
Leaving AC's core scripts alone may be the ultimate goal, but you can test this by setting your…
Custom scripting shouldn't be necessary. The Graphic Options UI component has a Supported Aspect Ratios field that can be used to limit what resolutions are suggested in the dropdown. This component is on the GraphicOptionsUI prefab linked to the …
To have it run alongside AC, attach AC's Player component and set the Motion control to Manual so that AC doesn't try to affect its motion at the same time.
Beyond that, though, is a question of how integrated you'd want the two to be: having it re…
What's the variable's type? If it's Int, Bool, Float, or String, a Yarn script should be able to access it with $PlayerDress. See the integration's Readme file for details.
Speech input is processed before AC Menu input, so yes - you'd need to switch your Menu to Unity UI for this. The default InGame menu has a Unity UI variant you can enable by switching its Source to Unity Ui Prefab.
I'm afraid I'm a little confused by your intent here.
There's no drag-and-dropping in the second video - it's all done through direct-navigation of menus, with no cursor. Are you looking to use the simulated cursor to select / drop items as you ar…
Is the narration playing in the background? The Active Input will only respond if its "Responds to" property matches the current game state, e.g. normal gameplay or a cutscene.
A custom script could feasibly be written to transfer e.g. Int, Bool and Float parameters between Animators - but I'm not sure Triggers would transfer.
Is this for a 2D or 3D game, and is the intent for the different clothing parts to be swappable?…
Version 1.84.1:
* Added: Ability to convert the selected scene sprite to a Hotspot when creating new Hotspots in the Scene Manager
* Added: "Menu/Shift element" event to the Events Editor
* Added: Help box to the Remember Transform compon…
What is the actual behaviour you get when clicking, and what's your Menu's Source set to? If it's set to Unity Ui Prefab, it should ignore the state of the speech-skipping input and always react to clicks.
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AC handles the serialization/deserialization of Options data - iOptionsFileHandler only needs to save/load all data as a single string value, dataString in SaveOptions.
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If the Options data is not found, it'll revert back to the Save…