Actually, that looks like quite a sensible change. Are you getting any side-effects with this?
I'll look into this issue further, thanks for raising it.
Look for this line:
foundSaveFiles.Sort (delegate (SaveFile a, SaveFile b) { return a.saveID.CompareTo (b.saveID); });
Comment that out only instead - does that resolve it?
The Menu container for the directional buttons is called Navigation - by default, it's set to show automatically during gameplay. You can use the Menu: Change state Action's Lock Menu command to prevent it from showing.
The arrows themselves don't…
You'd need to place another sprite over the original one, and give it an Order In Layer that's higher so that it is drawn on top. The Object: Visibility Action can be used to hide/show it at runtime.
Version 1.86.2:
* Added: CreateNew variant to the "Container: Open" Action that accepts a specific Menu element
* Added: Menu transition times are now auto-set when using Custom Animation Blend
* Fixed: Addressable speech audio sometimes …
Oh dear. So sorry about that - looks like an issue that only occurs if you also have the Addressables package present.
I've just pushed an v1.86.3 update that fixes this - it should be available shortly. Thanks for the bug report!
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Given the importance I'd still recomment backing up / use of version control in general, but variables are referenced internally by their ID numbers - so renaming them should be fine.
To be clear: you're achieving this by marquee-selecting a single Action, then choosing "Duplicate selected" from the context menu?
The duplicated Action should appear where the mouse cursor was at the time of right-clicking. It shouldn't…
GameCameras update while inactive to make transitions between them smoother, but they'll always be at the same position for a given target position. This will be the case even if they do not update while inactive.
However, they do need to have a f…
This camera type has a SetPosition function that can be called from a custom script. Here's an example script that uses it to move the camera to a PlayerStart:
using UnityEngine;using AC;public class MoveDragCamera : MonoBehaviour{ public GameC…
What are your AC and Unity versions?
In order to use Input System with AC, you must install AC's Input System Integration template - which can be done using the New Game Wizard.
This will generate and assign a new Event System prefab in your Menu …
It just compresses the raw save data before storage. I'd recommend testing on different browsers, but you should be fine so far as in-game consequences go.
Ah, so each icon acts like a toggle?
This should be achievable through custom scripting, though I should also mention that similar results could likely be gotten by using Inventory items instead of Interaction icons - since clicking Items twice wil…
You might get it down by remove unnecessary Remember components (if any), but you can also try checking Compress save files? in the Settings Manager. Old save files won't work with this checked, however.
Is this offset occuring only during the switch's transition, or even if you remove the transition time entirely?
The new camera in a transition ought to snap itself to its intended position just before the switch occurs. Are you working with the s…