What's your AC version, and what is the error message in full (stacktrace included)?
If you're looking to loop through a fixed set of values, however, you can use a Cycle element instead of a Button. This will automatically increase an Integer var…
It won't lock itself automatically. Once it's unlocked, it will show whenever its Appear type condition is met - in this case, On Hotspot, which'll be whenever a Hotspot (or an Inventory item) is selected.
One thing you could try is to assign an A…
Welcome to the community, @CritterBug. Is this for a 2D or a 3D game?
You can do this either with Hotspots, or a Menu. If you want it - or specific parts of it - to be interactable in the same way as other objects in the scene, then you're probab…
In the Hotspot Interaction's properties, you can set the Player action field to Turn To Face to have the Player face the Hotspt.
Alternatively, use the Events Editor, available in the top toolbar, to create a "Hotspot: Interact" event.
T…
You can get the default Inventory menu by temporarily switching your Menu Manager asset file (at the top of the window) to Default_MenuManager.
From there, you can then Copy the default Inventory menu, revert back to your own Menu Manager, and Past…
The main thing to look out for is not having multiple ActionLists running at the same time.
You can have your Door interaction begin with a Save: Save or load Action to handle the autosave before any other logic. You can run additional lists in pa…
This is with the Character: Move to point Action?
Open up ActionCharPathfind and replace line 138:
if (distance <= KickStarter.settingsManager.GetDestinationThreshold ())
with:
if (distance <= KickStarter.settingsManager.GetDestinationThre…
When auto-saving, the game must not be in Cutscene mode. AC will make an exception for the ActionList that contains the Save: Sae or load Action, but not for others that may be running at the same time.
Your AutoSave ActionList is triggered from a…
You can similarly set the Script Execution Order of the MultiSceneChecker script, but MSC makes the ObjectiveIsInActiveScene check a few times.
I can look into moving this into a separate function/property so that it can be overridden more easily, …
You can use the Events Editor to create an "Inventory / Deselect" event that runs an ActionList: Comment Action to put some Debug text in the Console - you can follow its stacktrace to learn why the item is becoming deselected at that time.
I don't see how AC can be a factor here. If you place the UI prefab in a blank scene, without AC, and run it with some sample link text in the TextMeshPro text box, does the Log show, after setting it to Screen Space Camera and assigning the Main C…
If the Menu is already unlocked, it will show when over Hotspots. The Console won't necessary log at the time you hover over Hotspots - but it will show when the Menu is unlocked.
Once it's unlocked, it will need to be locked again to prevent it f…
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References would become lost upon either saving/loading, or by switching scene.
If you want to avoid populating the data manually through code, you could try making your Tabbed UI a prefab, referenced as the Objective menu's Linked Canvas p…
And you say you've added a comment to this list to confirm its not being unlocked this way?
Open up AC's Menu script and look for the IsLocked property around line 3385. After:
isLocked = value;
Copy/paste:
Debug.Log ("Menu " + title …
The issue is that the label's translation data is sent over to the Menu element. Meaning, it'll be able to show the correct translation if you were to change language after running this Action - but the parameter token will remain because the param…