I am using AC1.68.3.
Yes the Text components are children of the Buttons.
How may I use the default Conversation menu Unity UI variant? I haven't use the New Game Wizard to create the game. Can I do it to the existing game?
It seems the OnMouseOverMenu is not doing anything. My inventory doesn't pause the game, and use the Engine > Manage System: Enable Control in-game menus to hover across slots. This are my settings:
https://i.imgur.com/Yr5AVfl.png
https://i.imgur…
I also hope to make it:
If the previously hovered slot is disabled (e.g. the item is gone because of the story), the cursor will go back to the first slot when the inventory menu is opened again.
Thanks, the simulate input function is very powerful! But when I press the right input, the horizontal axis will become 0 and character not moving, I tried AC.KickStarter.playerInput.SimulateInputAxis ("Horizontal", -10f); without success.…
Regarding issue 1:
Thank you so much for adding the feature to save the Animator Controller in the Remember Animator component. In the manual it says the feature is an option. While I can see the new "Set default" check box, I cannot find…
* Thanks.
* In this case I think it is a custom script attached to the NPC rather than a general issue. I will solve it inside the script.
* Understood.
* The Player (or NPCs) will have its standard animations (walk, run, idle etc.) changed in some events, and I currently handle this by switching the Animator Controller in the Animator component . I hope such change can be saved.
* It happens both…
Got this, thanks. By the way, I found in Character: Animate, the walk and run speed scale cannot be changed if the character animation engine is set to *Sprites Unity Complex**.
Thanks it works, but except one case: When the NPC has to walking along a path while playing a custom animation at the same time, it always play the walking animation. I tried putting the Character > Animate action in front, behind, and parallel …
The Inventory Menu Appear Type is set to On Input Key as it is toggled with a key press, but it has to be disabled during cutscene. I now know it can be done by Menu: Change state, but I am hoping I don't have to put the Menu: Change state action in…
I found using Reset() in CursorIcon.cs, and using KickStarter.player.portraitIcon.Reset (); in OnEnable() or Start() all give gives correct GetAnimatedRect() values. But to get the characterPortrait texture to animate, I need these scripts:
charact…
Tried putting the script in Start() and OnEnable() but still no luck..
As last resort I can use scripts to control the RawImage UV Rect according to the portraitIcon parameters. But it would be better if I can use AC API. Actually is the output fro…
I tried but no luck. When doing
Debug.Log(KickStarter.player.portraitIcon.GetAnimatedRect());
it shows in order:
(x:0.00, y:-1.00, width:-1.00, height:-1.00)
(x:-1.00, y:-1.00, width:-1.00, height:-1.00)
(x:0.00, y:0.00, width:-1.00, height:-1.00)…
Thanks, it works for a static characterPortrait. But when I make the characterPortrait animated, the RawImage still only show the static characterPortrait. Should I use other scripts for the animated ones?