You'd need to run this in a coroutine, and then wait until the next frame, after calling PreScreenshotBackup, for it to take effect.
Alternatively - and this is also optional in AC's save-screenshot settings - you can rely on a seprate Camera, pare…
I'd need to look into this properly, but it may be a bug. The first line may need to include a check for the Hotspot detection method.
Try replacing it with:
if (KickStarter.playerInput.GetMouseState () == MouseState.SingleClick && !KickS…
Can't see why that'd have an issue. Try opening it up in Prefab Mode, and then clicking the circle to the right of the field to bring up the selection window - can you assign it that way?
If you have TextMesh Pro installed, try using that instead.
There's two parts to this: creating the structure of your objectives / sub-objectives, and displaying it in the menu.
For the first: sub-objectives can be defined by placing them in Categories. See the Manual's "Sub-objectives" chapter f…
We'll need to first rule out this being an issue with the variable.
In your Save: Save or load Action that runs the "Overwriting Existing Save** method, replace the [var:224] token with some set text, e.g. My custom label.
Does that appear wh…
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Timestamps are recorded using the system timezone - what is this currently set to?
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Do any relevant messages appear in the Log files? In builds, these will display logs/warnings that would normally show in the Editor's Console.
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To be clear: does the custom function run correctly so long as an item doesn't have a "Use" interaction?
If so, try checking Prevent interactions? in the InventoryBox element, so that it forces the item selection. It should then just be …
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An example script that allows for this behaviour can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Switching_input_method_dynamically
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From this alone, I'm not sure you require a custom motion controller - the N…
You shouldn't have to resort to editing PlayerCursor - you can hook a custom script into the OnChangeCursorMode custom event.
Something along these lines:
using UnityEngine;using AC;public class BypassMainCursor : MonoBehaviour{ void OnEnable (…
Does your Player rely on a Character Controller, or a Rigidbody + Capsule Collider combination, and is there a difference if you switch to the other?
It looks like a wall collision issue. I see you've got a "NoFriction" material attached…
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That's my understanding of it, yes.
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The video does seem to suggest that's the thing to check for - be sure to have the save reference the "Slot index", and not the "Save ID".
Were you able to recreate the issue …
Thanks for the details.
The GatherSaveFiles function currently returns a List of SaveFiles. Would it be enough to have it instead accept a callback of the form:
void GatherSaveFiles (System.Action<List<SaveFile>> onComplete)
?
If so…
Welcome to the community, @Disfemis.
You can't directly affect the contents of an unopened scene, but what you can do is rely on Global Variables to keep track of changes, which can then be checked when a scene opens.
Both of your examples could r…
Did you update anything else at the time?
Are other inputs from the ControlsReader asset working, and what is your Input System package version? It may be that the latter was updated along with a Unity 6 import.