Sure, so when I use an object in scene from my inventory, it stays open but instead I would like it to force close on interaction. So, if I use an object and a cutscene runs, I would like the inventory to close. I could do this by running the close …
I am not seeing the object animate now. Am getting this error, could this be the reason?
NullReferenceException: Object reference not set to an instance of an objectAnimateCursor.AnimateCombine () (at Assets/Sleepytime Village/Scripts/AnimateCursor…
if I used your addition above, what would I add it in Menu Name in the Inspector script field?
To elaborate further, I have three menus, each with an inventory UI canvasm with names 'InventoryFullscreen', InventoryScrollBottom' and 'InventoryScroll…
I have done this, but need two speech bubbles, one whirte and one black with a white stroke - I thought I could only have one template speech bubble though?
I cannot remember. I only tried the flash hotspots recently, a good while after updating, and they were clumped together. I an on Version 1.79.3, UNity 2021.3.15f1
Plus on scene start he is active, disabling the activation timeline does not make the speech appear for the npc The error dissapeared but no speech bubble. I would prefer to do this with the binding of the player in a timeline, so no need for an act…
So, this might be a clue?
Speech Track Rufus Speech cannot find speaker with Constant ID = 180650
-> AC debug loggerUnityEngine.Debug:LogWarning (object,UnityEngine.Object)AC.ACDebug:LogWarning (object,UnityEngine.Object) (at Assets/AdventureC…
This happens in both my projects. Could there be other settings that are forcing the original instance back to the original setting? It is also as if the starting scene, whatever it is, as I've tried a couple, is forcing it back. See live in play ex…