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Combine AC with Kings - Card Swiping Decision Game Asset

Hi,
I am in early evaluation I would like to get feedback from you, if you think this makes sense.
I have already bought AC some years ago and have some experience with it.

I evaluate to combine AC with the Kings - Card Swiping Decision Game Asset: https://assetstore.unity.com/packages/templates/packs/kings-card-swiping-decision-game-asset-105749.

My idea would be to use AC for Intros and animated sequences / dialogs between the decisions and also some more complex inventory tasks. maybe UI, and maybe also saving etc.
The KINGS asset would be used for the decisions in the story and also for variable manipulation (depending on the decisions). Also the relevant cards based on the variables would be selected in Kings.
E.g. I would look like that that you have an Intro in AC, then 20 cards played in the Kings asset (with variable manipulation and collection of selected inventory items), then switch to AC where you need to use the inventory in AC (based in the collected items in Kings) and then maybe go back to Kings or show results in AC UI.

I would need to share some of the variables between AC and Kings (e.g. Inventory items, timing variables) and need to be able change between both assets on the UI.

Normally both assets have an UI, I would prefer to use primary the AC UI - or I split the UI between both assets - depending on the stage. Not sure now ... .

Chris, do you think this combination will work and makes sense? Are there any experiences in combining both assets? How would I "stop / restart" AC with using Kings and how do I need to exchange variables? Is there much programming needed to integrate both?

Thanks a lot for your help!

Comments

  • Welcome to the community, @CCM.

    I'm not personally familar with the other asset in question, and there's not really a "one size fits all" approach when it comes to merging two "project-wide" assets. However, AC does provide a number of features to aid with the manipulation of variables, inventory items etc through scripting.

    I would first recommend going through the Manual's "Integrating other gameplay" chapter, which gives a general overview of how AC can be disabled. You can disable AC completely via the "TurnOffAC" function, but if you want to be able to keep track of inventory/variables etc during the "Kings" time then it'd be better to simply disable AC's systems independently.

    This can be done with the Engine: Manage systems Action. With this, for example, you can turn off AC's Menu, Movement and Interaction systems while still being able to manipulate inventory and variables.

    Then see the "Inventory scripting" and "Variable scripting" chapters, which cover how you can access and modify inventory and variables through script. Further examples are provided on the front page of the Scripting Guide.

    If you're dealing with Global or Component variables, you also have the option of linking them to a custom script directly - so that updating your own custom script variable also updates one defined in AC. For more on this, see the "Variable linking" chapter as well as the provided "Variable Linking Example" script.

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