Ok I've found something that could work for you, but I'm able to help you out with a script only I'm afraid. For a different solution someone else will have to answer.
Inside the runtimeInventory is a method ProcessInventoryBoxClick() which should …
Well I've never used controller and I'm not using the AC's inventory, so that complicates things :D
How do you run the examine interaction inside a regular inventory with your controller then? I understand it will execute when you click on the item…
Hi Afello, if I understand it correctly the issue is that you can't run the Examine Interaction assigned to the item?
I don't know how did you handle the UI interface functionality, but if the box has the ID of the current item you can run RunExami…
You could combine Unity's OnApplicationFocus event with AC's SaveAutoSave
SaveSystem.SaveAutoSave() will overwrite the current autosave file.
OnApplicationFocus documentation
Then excuse my confusion, I really thought there was an option to choose wheter speech can or can not be skipped during cutscenes.
Then turning off / on the option to skip when needed seems like the way to go.
Thanks for the info.
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@ChrisIceBox: I'll try to explain.
* The scaling works great, there's no problem.
* The canvas though gets stretched over the whole window: 16:9 forced aspect ratio gets stretched horizontally on wider window (21:9) and vertically on narrow…
I was a little confused about how the "Auto Correct UI Dimensions" script works. I had a little trouble getting to do what I needed.
Making sure the UI is always in place whether the window is either wider or narrower than my forced aspec…
I'm aware of the SaveGame() and DoesSaveExist() functions. I couldn't find information on the SaveNewGame() function. It doesn't take any ID parameter. That's why it's confusing in order to load it or check whether it exists.
Thanks for the info. I…
Hi,
you could turn this code into a custom action based on the tutorial.
But the simplest implementation would probably be creating a custom script and then use the Object: Call event action.
You would create and empty object in your scene, put …
For the hotspots,
if you don't mind using custom script you could use OnMouseEnter() and OnMouseExit()
You could call here an ActionList to avoid futher scripting that would show your menu and set the correct text to it.
I've noticed something else. The first time I run the game in the editor (from any scene) I get these two warnings. Seems to be pointing to AC. Happens only the first time the Play button is pressed.
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Alright, thanks for the info.
I can now confirm that the "First selected element" issue was not related to Unity update. I was updating AC from 1.68.3 to 1.70.2. Based on your response I've compared Menu Managers before and after the upda…
Update: I've figured out an alternative solution
Keeping Left and right mouse clicks have default behaviour? on
Turning off Can skip with mouse clicks?
Adding SkipSpeech axis to Input Manager and setting the button to mouse 0
And It even still wor…