The Remember script's LoadData function won't be called as a result of a scene-switch if it's attached to a persistent Player. If it's becoming reset, it may be because of a separate script.
How/when are you altering the Player's color property in…
Are your Menus using Unity UI? By default, AC will spawn on request - i.e. when displayed for the first time - as opposed to all at once when the game begins.
Does the lag disappear if you instead lock your Inventory menu, so that it doesn't appea…
Remember scripts are used to save data about specific objects within a scene. Descriptions of all available Remember components can be found in the Manual's "Saving scene objects" chapter.
"Remember Moveable" will save data rel…
You can configure the timestamp format in the "Save game" section of the Settings Manager.
For full control over a save file's label, use the Save: Save or load Action. A tutorial on this topic can be found here./tutorials/custom-save-ga…
Yes - by default, they're saved in your game's Application.persistentDataPath folder.
The exact folder will vary by platform / project, but the Console / Log file will print the location upon saving.
Technically, no "Create Recipe" Actions are needed - as your Ouput box has "Result is automatic?" checked.
The Output box will show the calculated recipe - either by it being automatic, or due to the Action being run. The ingre…
To be clear: you're referring to the "Create" button inside the default Crafting menu?
The button's clickablity isn't tied to anything - it'll be clickable at all times - but the default Inventory: Crafting Action shouldn't have an effect…
Crafting a Recipe should always result in its Ingredients being removed - or reduced in number if the Recipe involves Items that have Can carry multiple? checked.
Could you share screenshots of your Recipe, items, crafting menu, and ActionLists? I'…
This can be done with the use of a custom interaction system. The Manual chapter of the same name has details.
The behaviour you're going for, however, sounds quite similar to the included CustomInteractionSystemExample script - which involves cli…
(Quote)
What's your AC version? The MenuCrafting element type should support category-filtering.
(Quote)
The best way to run custom code in AC is to use custom event hooks - this tutorial has details. The OnMenuElementClick event, for example, ca…
Yes - the "Sound: Play music" Action would be the Action to use here.
AC's music system is separate from the rest of the sound system, and automatically handles the playback of tracks across scenes (including revisiting earlier ones).
Recreated, thanks.
This looks to be due to the fact that the unhandled global event is run without any interaction settings within the Hotspot - so it doesn't have any "Player Action" settings that are normally used to cause double-clicki…
I'm afraid the screenshots aren't showing - I can only see the video that shows the issue.
To play sounds while the game is paused, however, you need to rely on a Sound object that has **Play while game paused?* checked.
If you create a "Defa…
What are your AC/Unity versions?
If necessary, you can force the character to attach to a given Sorting map with the Character: Change rendering Action, but in this situation I'd recommend using an inactive Player rather than an NPC.
If you enable…
This may be a bug, rather than something that needs altering with a custom script. I will need to see the top halves of your Settings and Cursor Managers to recreate the issue on my end before I can be sure on this, however.
Hotspot double-clicking behaviour is configured in the Hotspot Inspector, but it's not specific to global unhandled events.
Could you share screenshots of your Hotspot and Settings Manager? I'll attempt a recreation.