cobbled together a custom action that specifically copies the translation text from the active language when copying the variables. Seems to be doing the trick but does require replacing all the Variable:Copy actions with this custom one :)
https:/…
I'm such an idiot, apologies for not catching this earlier myself :#
For testing I was using the inventory item ID for the player's Revolver weapon (which is set to carry on start) as the input for currentlySelectedItemID. (I have a bunch of extra…
Hi Chris, thanks for taking the time to get back to me.
The Debug.Log ("Interactions menu opened - setting item to: " + foundInstance.InvItem.label) you mentioned does indeed appear when pressing Submit when outside of menus, it doesn't w…
Never mind, I was being dim, I should have been looking at the SpeechManager attributes, not SettingsManager.
I needed to call this: https://www.adventurecreator.org/scripting-guide/class_a_c_1_1_speech_manager.html#a6209c9af84404cbf41964f9874826c3…
Last update, I unticked 'Load when click on?' in my load saves list and am now using an actionlist with a parameter for the slot index. This way I can fade out audio and fade in a (static) loading UI before loading the actual save. I then turn off t…
Sorry for the barrage of messages, just wanted to let you know I have the head turning working great now.
I used my existing playmaker logic for finding the target, then used the script you provided in the link below to set the actionlist parameter…
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I'm using a loading menu, not a scene. I use a few custom actions and scripts to help link AC and Playmaker.
I'll look into using a loading scene and see if this helps resolve the issue. Just having the visual feedback of the game dropping …
Looking into the solution for head lookat, I have a child object with a collider and a AC trigger script attached to my player (the player is a prefab).
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It seems you are only able to specify a tag name when the Detection method is set to …
Thanks for the quick reply Chris.
With 'always reload scene when loading a save file?' checked it seems to cause the game to drop to a black screen when loading a save file, which is better! Still no loading screen though.
My Unity version is 2019…
Setting 'Sound type: Other' and then manually assigning the Audio Source output to the Music mixer group seems to work :smile:
I'm not sure what would be the best approach for managing this? As the game object is not destroyed between scenes I assu…
After hours of messing around with this I came to the conclusion that whilst you are able to sync playmaker global variables to AC ones, you will still need to make a custom remember script to save/load the playmaker variables themselves, otherwise …
That's great, I'm sure it would be helpful to others.
Might be worth noting I'm currently looking at further filtering the list to remove options below a certain vertical resolution. Currently on some devices you are able to set the resolution so l…
Just to add some extra context, GraphicOptions.Apply is being called by the ApplyGraphicOptions actionlist asset that I have set to run on start game. The null reference exception on line 278 occurs whenever Apply or SaveAndApply is called.
Here is…
Very helpful, thanks Chris. I suspected the triggers may be blocking one another, I'll try your suggestions and report back if there are still issues.
Regarding the Set Parameter action, here's an example actionlist:
https://i.imgur.com/KBGtsh6.pn…