Great! That seems to work. However it goes directly above my player's head, centered no matter what. Is there any way within AC to add on offset to the positioning, or do I need to add empty space UI prefab itself?
@ChrisIceBox Does this patch include the "mark chosen" conversation fix mentioned here? https://adventurecreator.org/forum/discussion/14975/conversation-options-are-not-being-marked-as-already-used-after-selection#latest
Here is an example of the closing issue, you can see when I click on the dialogue option it often opens and then immediately closes, as well as closing while making changes to it.
https://twitter.com/_WanderingGiant/status/1770600591745749433
The …
I can indeed see the debug log messages
https://twitter.com/_WanderingGiant/status/1770490012968132741/photo/1
I went to log the hotspot as well, which came back null even though I am standing on the hotspot and can see the hotspot highlight pop u…
I've given it a try, but since the inventory item has no "use" action list (since the action list for using it on a hotspot belongs instead to the hotspot), when I click on the item in the inventory it goes to pick up the item still so tha…
* Doing it all as one conversation sounds handy, but I have concerns about the conversation remembering which dialogue options have been selected. Assuming I have "Mark options already used" checked and all of my NPCs are sharing the same …
I'd imagine a script could check if each NPC's conversation IsActive() and set the UI's image accordingly. Doing this in an Update loop seems inefficient, maybe I'd have to create it as a function that I call from the action list before I call for t…
Hm the default behavior of showing the last person to speak wouldn't be enough for my purposes so scripting will be the way to go. I'd imagine I can easily control the image component's image via scripting. Is there anything in the AC API to program…
AC v1.74.5
Unity 2022.3.0f1
No speech/audio
A video example, on twitter You can see here when I interact with the birdhouses, the text menu closes pretty quickly after the text is done displaying, making it hard to read it fast enough. But I don't …
I just have two different dialogue menus. AC selects which menu to use based on whether or not the dialogue action has "Play in Background" checked or not, a solution I got from you here.
The two dialogue menus isn't actually related so m…
Ah it was definitely the Rigid body, thanks as always. Didn't know I could use navmesh, maybe I'll see if I like that better but colliders should work fine now
Trying this now, but it seems that when I set Hotspot detection method to "Mouse Over" the hotspots are still set to OFF when I hover over them. I can see their highlight icons pop up, so that's working, but clicking on it doesn't seem to …