Also, if you remember the "PM Teleport Test" script for teleporting Puppetmaster - I'm using that. Not sure if that makes a difference (unlikely, since the default player starts work).
No relevant console messages.
I assume that pause screen is locked on the title screen. You should unlock it again when gameplay starts in the new scene, use a Menu: Unlock Menu action.
Ah, I feared as much. No idea how to fix that, so I suppose I'll have to go back to an AC inventory.
Functionally perfect, but I am back to my original issue of Alpha Textures (that are not inventory objects) not rendering properly. This screenshot…
Okay, so I tried this in my own project and menu navigation wouldn't work. I then tried it in a brand new project and it works fine, so this suggests to me that it is Rewired (sorry I didn't mention that) causing an issue somewhere along the lines.
…
Yes it's okay, that's the intended behaviour: direct navigation only. When I mentioned the mouse, it was because I accidentally created that event system which took over and allowed the mouse to be used with the unity ui, even though it's not suppos…
Okay, setting InventoryBox as the First Selected Element is working in regards to something being selected - I know that's working because I set a "hover" sound to play.
However, for some reason I still can't actually select / use anythin…
The inventory is accessed via a button pressed and the game is paused when it is open.
I have tried both
Engine: Manage Systems > enable navigation of menus
&
Menu: select element
actions as part of an action list for when the inventory ope…
Sorry for the delay, I have returned to try and solve this issue.
It still occurs in a fresh project, yes.
So, I have rebuilt my inventory using Unity UI Prefab instead, but now I cannot get the inventory to work - as in, I cannot select any items…
It does have a background texture in the screenshot, yes, though I also tried without and the issue is the same.
I can confirm however that it displays properly as Unity UI, but not as an Adventure Creator menu. I would prefer to use AC though, as …
It seems the Fade texture does not work for me either (see imgur screenshot).
What I am doing is turning on an extra menu when the inventory is opened - the menu is just this graphic.
AC 1.73.2
Unity 2018.3
https://imgur.com/a/3S8X2TM
As you predicted, it is totally unrelated to the script. I had an action running to disable menus, forgetting that subtitles are considered a menu. Oops! :D
I suppose I'll have to lock the relevant menus individually.
Which part of the code should I comment out to test?
I placed comments in the ActionList and they were printed in the console, so the action is definitely firing, just not displaying the text.
There is no speech audio being used, it is just Narrat…
I've run into an issue with this; Dialogue text does not display. The interaction still happens (you can tell because the cursor gets hidden) but the dialogue text does not show for some reason.