Firstly, you'll need to make a correction to AC's ActionListManager file. Open it up and replace its LoadData function with the following:
public void LoadData (string dataString, SubScene subScene = null){ if (string.IsNullOrEmpty (dataString)…
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It's the "Active Input Handling" option.
Though, I think it's sounding like a case of the Menu attempting to position itself over it's own selected element.
Could you PM me your Manager asset files as a .zip?
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Possibly. How are your dialgoue sections arranged? A series of separate Cutscenes for each section, or are you relying on ActionList asset files?
And the position type is definitely set to "On Hotspot"?
Open up AC's HotspotLabelData script and attach the following to the top of the GetPosition function at the bottom:
Debug.Log ("Menu element: " + menuElement + ", Ho…
If the Menu pauses the game, it will remove the Hotspot menu and allow direct-navigation of it automatically.
Otherwise, you'll need to specifically lock the Hotspot menu (using Menu: Change state) and allow for in-game navigation of Menus (Engine:…
You don't need to point it to anything - as the script above only reads its value, not sets it. It can be placed on a GameObject in any scene you wish to display a time-formatted value.
Be caredul with this adjustment - AC prevents saving during cutscenes on purpose, as the state of ActionLists (and that of objects being affected) can't be guaranteed to be properly recorded within the save data.
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That'll be a byproduct of t…
Recreated, here's how to fix it:
* Attach child camera, named e.g "RT Camera", to your MainCamera, give it a zero local position/rotation, set its Field Of View to match MainCamera
* Have RT Camera reference the RenderTexture in its Targe…
Good to have you back, @2finger.
Don't worry, they're still there - just not by default. Actions can be listed in the Inspector by checking the "List Actions in Inspector? option in the Actions Manager.
The Sprite Fader feature works by adjusting the alpha channel of the Sprite Renderer's Color property in its Inspector. You can try adjusting this manually to see if it has an effect - if not, it'll be down to the shader not reacting/accounting for…
That's an old thread, I wouldn't pay attention to that.
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There's currently no [timer] tag, but when there is you'll have the option to control its formatting.
For now, you can link a Timer to a global Float variable, and then use a simple s…
The downloadable packages rely on the latest AC release - you'll need to use v1.82.1 to do away with the compilation errors.
Otherwise, you can delete its Template script/asset and set the EventSystem prefab manually.
It's not necessary for direct…
Which scene an item is originally in (i.e. the Hotspot used to get the item) won't be a factor - once an item is in the Inventory, it'll be global data.
Put your custom code aside for the moment, and add the scene using the provided Scene: Add or r…
Welcome to the community, @BecauseBecause.
Apologies for your frustration. I'll need to know more detail about the method you've relied on - can you share the tutorial you've followed?
The main thing to look out for is that the AC MainCamera is s…
How does the data appear in the Save-File Manager, and how does each computer's location/language differ from those that work vs those that don't?
I'm wondering if it's related to a (now solved) issue that was causing float data to be saved using t…