That's very odd, it seems to work fine in the 2D demo. I'm not sure what's the cause. I'll scrub through the differences and see if I can find anything out of place. Any ideas on what it could be?
P.S What's also odd is that I used all my asset fil…
Ok, so as for the physics component, it's using whatever the default 2D character wizard made with it as I don't think I've changed anything. The AC Status box states that the game is paused when the player is still moving.
Should be easy to replic…
I'm using the default On Input Key. Unfortunately, I'm not at my PC at the moment so I shall check but doing some testing this morning I found that ANY menu that I open with a key press allows the player to continue to move, even with pause game che…
Nevermind, worked it out :)
using UnityEngine;using AC;public class CancelInteractions : MonoBehaviour{ void Update() { if (Input.GetButtonDown("Cancel") || Input.GetButtonDown("InteractionA") && PlayerMenus…
Thank you so much, Chris! This is exactly everything I need now to convert everything I've done in AGS to AGC!
Note: I also added a little more to the code to close the inventory and deselect the item after use, hope this is ok, it shouldn't break …
I know this an old topic, but I wanted to add a "work around" to custom scripting that could be useful to some others encountering this problem.
Create another menu called "selected item". Set appear type to while inventory sele…