If your Menu uses Unity UI, you can just attach the script to the Canvas prefab.
Otherwise, you can attach it to a prefab, and then have it spawn into the scene automatically using Events.
To do this, open up the Events Editor in the top toolbar, …
I think it may be a red herring. Check for custom scripts that may be reading input - if it's not coming from the Input Manager, try searching for instances of "Input.GetMouseButtonDown" in any custom scripts you have.
Is the second image (the one with the Conversation) the "LostItem" ActionList referenced in the first image?
This ActionList will be considered "temporarily halted" once the game enters Conversation mode, which'll be enough for …
Is there a pattern as to when exactly the errors show? It may be down to e.g. a single-frame where a Conversation is active, but the DialogList element hasn't been set to display it.
If that's the case, a null-check ought to be OK. Since the code…
What type of sound are you trying to play, what are your AC/Unity versions, and what is the error message in full (stacktrace included)?
This error can show if the AudioSource being referenced is a prefab, rather than an object in the scene.
This will happen when the method of rending the text isn't able to "predict" what the final display text will be.
You can get around this behaviour with TextMesh Pro's "Typewriter" feature. To use with AC's latest release:
* I…
Ah, apologies - I missed that point.
You could technically split each break in the sequence into a separate Timeline, and then use a chain of Input: Check and Engine: Control Timeline Actions to have each wait for a given input before continuing.
…
Sorry to repeat, but to be super-clear: this is even when the only scene in your Build Settings is an empty, non-AC scene - so that no AC objects are present or referenced?
It sounds like this may be an issue with Unity in that case, as the presenc…
I'd say its certainly worth trying - in a backup/duplicate project - even if just to see if that solves the original issue.
The "Upgrade notes" sections in the Changelog will note any changes that you may need to be aware of. If you can …
It may be possible already, if I'm following you correctly.
A Path's Path type field can be set to Reverse Only to have characters move backward along it, but in your case you might be best off setting to Loop, and then attaching a "Node Cutsc…
Noted, thanks!
You can amend the template once installed to suit your needs. Enabling save-game screenshots is mainly just a case of setting your Save/Load menu SavesList elements Display type field to Label And Screenshot, making sure the UI pref…
Thanks for the details.
You don't need to create a "LeftClick" active input if it's not set to run a specific ActionList.
Is the shot of the EventSystem taken from runtime, and are there any other components attached? AC has its own Eve…
For the fresh project, did you make the change I mentioned in the other thread regarding the SaveSystem file, i.e. replacing:
#if UNITY_WEBPLAYER || UNITY_WINRT || UNITY_WII || UNITY_PS4 || UNITY_WSA || UNITY_WEBGL#define SAVE_IN_PLAYERPREFS#endif
…
Is the issue only specific to those scenes, or is there another pattern, i.e. when loading from a particular scene, or the relative ordering of scenes in the Build Settings?
I'm not familiar enough with your game to understand what things should be…
@ch4run The field should be set to Run In Background - it looks like this, and the other ActionLists, are reverting back to Pause Gameplay after their creation.
You'll need to set this to "Run in background" both for SetupPauseMenu, and A…
Sorry, I'm not 100% clear on your intended behaviour.
Are you looking to select items before any Hotspot interaction, or you do want to e.g. press an input once a Hotspot is in the vicinity, have the Inventory menu open, and then choose an item to …