I was searching just for this information. I don't know if it's me, but after following the guide, it seems like Change Timescale doesn't accept changing the float by parameter. I'm using right now AC 1.65.2.
If in that version it didn't work, it i…
Lots of thanks, This is a perfect solution for lots of things related with UI not enterly handleds by AC.
Anyway in this project I think I finally only do autosaves, every day loop has a very heavy scripted workout to achive a correct load in the m…
Ok, can be because the gameobject is deactivated on Load, and the element is not handled by AC, so then can't find it?
Seeing lots of related isues about deactivated gameobjects causing issues when AC is not directly handlen them...
It's a button script inside a AC "controlled" Cavas (UI unity on Scene), but the element itslef is not handled by AC. The gameobject itself, main script button, is untagged on default, with a fsm that changes tag if clicked, and the rememb…
Seen the update!
released May 29, 2018
= Inventory = -Added: Ability for "Hotspot Based" InventoryBox menu elements to be limited by category -Changed:
If Inventory items are combined via "Hotspot Based" Invent…
PS: In updates, can you put more "change cursor when over", apart from buttons, like in InventoryBox's element? I'm finding some inconsistency in my game with cursor changing over some things but not all.
Thanks.
Thanks! Very fast approach. I really like the idea of making the game only with the AC engine (in gameplay) so I keep all things together, and for saving mechanics...
I found a little problem anyway... In playmaker/ngui I force the time to show alw…