The best resource for this would be the Scripting Guide - specifically the RuntimeObjectives and ObjectiveInstance classes. These provide functions you can make use of to extract the relevant data.
Here's an example script, ObjectivesBox.cs, that …
Three things to try, separately:
1) Open up AC's SaveSystem script and uncomment the following around line 150:
UpdateSaveFileLabels (ref foundSaveFiles);
2) Re-comment the above, and instead comment out the same around line 1144.
3) Run the New …
The configuration of your SavesList element means that the "Slot index" variable is actually assigned the clicked save ID, rather than the index.
Because of this, the Save: Save or load Action's Save to overwrite needs to be set to Set Sa…
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What's your AC version? This should happen automatically.
If not, you can attach a simple custom script to handle this - but try assigning it manually at runtime first. Also make sure that the screenshot camera's field of view matches tha…
Since the time of my last writing, it's now possible to override an item's label via the ItemLabel property.
Example usage:
InvInstance invInstance = KickStarter.runtimeInventory.PlayerInvCollection.GetFirstInstance ("MyItem");invInstanc…
You'd either need to display the Conversation in a separate Menu (identical to your regular one, only with Mark options already used? unchecked, and the lock/unlock them together so that the intended Menu is shown at the correct time.
Alternatively…
One other thing to try would be the Unity UI-based cursor. How does it look if you set your Cursor rendering to "Unity UI", using the default UnityUICursor prefab?
It should be automatic, with those conditions.
Can you share screenshots of your scene, the Settings Manager, and Player Inspector?
The code to make this happen is in the NavMeshAgentIntegration script's first if block in its Update function - try…
Two ways:
* Add a Cutscene in the new scene, with the fade Action(s), and attach the ActionList Starter component. Check Run on scene load?, and then set the Scene load condition to Just Switching Player.
* Run the your Player: Switch Action from …
You can attach a Hotspot component with an empty "Use" interaction, set to the cursor you want to show.
If your Interaction method is not set to "Context Sensitive", check Single 'Use' interaction? above.
Switch it back to "Time And Date", and then update your Save menu's SavesList element by checking Save when click on? and clearing the ActionList when click/save field (so that saving is instant and doesn't rely on the custom label logic).…
The Timezone issue my be specific to your machine, but let's revisit it once the wider issue of the updating labels is resolved. Transfer your own Settings Manager and we'll see what the behaviour is.
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The Log files directory will be unchan…
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Can you share screenshots of your ConfirmSaves ActionList, and your Save menu's SavesList element properties?
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Are you using Steam's Auto-Cloud feature?
If both users are using the same account (on the machine, not Steam), then the …
Welcome to the community, @centuryeggyo.
To be able to choose which "appear type" the Menu switches to, you'd need to have an AppearType variable that you can display in the GUI. This should do it:
using UnityEngine;#if UNITY_EDITORusin…
Recreated, thanks.
I'll look into an official fix for v1.82, but in the meantime: open up AC's UnityUICursor script and replace the line (around line 194):
itemCountText = (Text) CustomGUILayout.ObjectField<Text> ("Item count Text:"…
I can't reproduce the issue so far.
To be clear, by HTML5 are you referring to WebGL platform with a specific setting? It may be down to your project or build settings.