If you want the Inventory menu to remain visible, and interactive for other items, you'll need a custom script that disables its input if a puzzle piece is active.
See if this does it:
using UnityEngine;using AC;public class DynamicInventoryInput …
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Ah, I see what you mean. Yes, the camera should be moving with the cursor - given the large Panning factor you've assigned.
The custom script shouldn't be necessary in this case. If it's working now, you may wish to leave it. But if you …
It depends on your Cursor rendering setting.
This will disable the cursor system, preventing AC from updating/modifying the cursor each frame:
KickStarter.stateHandler.SetCursorSystem (false);
It won't, however, revert any changes made to it. If…
The Graphic element (named Texture in your Menu) does not store information about which Document is displayed. It instead relies on a separate Journal element, which does, and uses that to determine which texture to show.
The Journal element name …
Do the options run when clicked? I can't reproduce this with the default interface.
Check your Cursor Manager's Cursor rendering field. If it's not set to Software, switch it back temporarily and see if it then works.
If you had it set to Unity …
The Variable / Change Component event will fire any time EnemyHP's value is altered.
Rather than calling this from the Events Editor, however, attach the Event Runner component to your NPC. When this event is attached to a GameObject, it will let …
That issue I'm seeing is that when items are placed in the Inventory, they aren't being removed from the cursor.
Are you saying that you don't want items to be place-able in the Inventory at all?
I'll need to see screenshots of your Settings Manag…
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Sorry, missed that.
The NavCam in your screenshot has no target. You can check Target is Player? to have it follow the scene's Player character, or assign a specific Transform for it to follow.
The Action's url field ought to be optional - if you leave it blank, it should rely on the clip already assigned in the Video Player component.
The url field accepts both online and offline values - Unity's documentation on it can be found here:
h…
The default Menus are set up to work with both - so if you're using the default interface, you can switch each Menu's Source option to Unity Ui Prefab and it'll work.
For custom menus, you can use the same Menu - but you'll need to create the UI pr…
Ah, yes - you'd need URP with a 2D Renderer to have access to the sort axis.
The Default axis may not necessarily be 0,1,0, despite that showing as the Custom Axis field by default when greyed out. It should be set to Custom to ensure this is the …
Are you using AC menus, or Unity UI?
If you're using Unity UI - which I recommend in general - then you should be able to do this by just adding a new Event System to the scene. This will override AC's custom one that limits control to either curs…
You're on the right track - the Object: Transform Action can be used to move an object by some distance over time.
It does need a Moveable component, but this can just be added manually to the bed's GameObject. Click "Add Component" in i…
It can be done through scripting, if necessary. A variable's PopUpValue property with return its value as a string.
To try before, though: create a new Global string variable to act as a temporary storage for the PopUp. Use the Variable: Set Acti…
With Unity's introduction of the Transparency Sort Mode setting, it's actually no longer necessary to use the Sorting Map to control sprite sorting order. Instead, it's best to use just for the character scaling effect, and use Unity alone for sort…
Does this character animate as expected when moving around without the use of Timeline?
Check your Console for warnings. You should have been getting a warning while "Turn root object in 3D?" was checked - is this the case if you tempora…
It sounds like this is a Unity issue: a similar discussion on it can be foud here:
https://discussions.unity.com/t/parser-failure-at-line-2-expected-closing/1654688/7
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I'm not quite sure what you mean. You can check Is disabled? in the act…
You might try just re-selecting the Inventory item if it becomes de-selected. You can do this with the Inventory / Deselect event in the Events Editor, passing in the ItemID parameter it generates into an ActionList: Check parmeter Action (to check…