Thanks, it still plays the dialogue that says "I can't use/talkto/pickup that" and he doesn't auto exit the scene, he just walks to point, faces and says the unhandled dialogue?
I think the topic I had where you mentioned how to fix that double line issue has been deleted; with Duplicate for each line? enabled, there's a 1-frame flash of the previous line before it clears and shows the next, how is that fixed?
Do you have Set first 'Standard' Inventory interaction as default? checked in your Settings Manager?
Ahh, stupid me, thanks for pointing that out, it works now!
I've made unhandled cursor interactions, and that just runs them (dialog saying "I can't pick that up" when I puck-up the exit to a door). There are only definable unhandled inventory interactions rather than verbs on hotspots, how could t…
Does this definitely work when the UiCursor gameobject is set to "screen space- camera"? It works with overlay (except for "empty texture" displaying a white box and not returning to the original cursor after the cutscene is over…
You kindly posted a script back in August which hooked into music events: http://pasteall.org/1079279/csharp
Were any new features added to AC in the last major update that would allow closer integration with external music systems such as MidiTool…
So, if I want to enable an options of
* "would you take 2 dollars" if I have equal or more than 2 dollars
* "would you take 5 dollars" if I have equal or more than 5 dollars
* "would you take 10 dollars" if I have equa…
Thanks to the nine-verb update, the right-click default and left-click default is working nicely. I'm also trying to make it possible so that if an undefined interaction for a hotspot is chosen, it runs the default interaction; ie: if you chose pick…
Mouse 1 was already the positive input, I guess the script is using raw buttons rather than inputs? When I right-click on an inventory item, it just removes the "Look at" sentence part and changes it back to just the name of the item and n…
* Added: Ability to configure the delay time between choosing a Conversation's dialogue option and its ActionList triggering
Whereabouts is this option?
It's looking incredible, thanks so much for making this template, Chris! If I wish to split this up so I'm using a separate save and load menu, is this as simple as duplicating the prefab and canvases (should this be done by dragging from hierarchy …
Awesome! In the readme, should save name be save label?
* Either assign your Menu Manager’s Asset file to SaveGameRetro_VariablesManager, or create two new Global Variables in your own: an Integer named Save ID and a String named Sa…
Thanks, I've updated! With ItemSetLabel in the scene, there's just a couple of issues:
* Now when I click the item with no interaction selected, it correctly looks at the item by default. However, with ItemSetLabel enabled, hovering over the item al…