See the Manual's "Saving and loading overview" and "Saving scene objects" chapters for full details on how the save system works.
Essentially, though: AC will automatically save anything that it knows it should. This'll include…
The parallax effect ought to be applied as an offset to its original position.
Are you spawning the prefabs in at runtime, or are they being placed manually in the scene beforehand?
As this is an animation issue, I'm not clear enough on the effect…
I can't recreate such behaviour.
* What is your AC version?
* What is the Menu's Source set to?
* Is the Cursor Manager field set back to "Change Cursor" once the menu turns off?
* Are you certain the Inventory item is still selected (cli…
OnInventorySelect / OnInventorySelect_Alt will both trigger when an item is selected. The difference between them is only the parameters that get passed - with the latter passing both the item's instance as well as its source. If unsure, use this …
What are your AC/Unity versions? I cannot recreate the issue with the same settings on my end.
You're certain there are no other Scene: Switch Actions involved?
A script to limit point-and-click movement to one axis is available on the AC wiki:
https://adventure-creator.fandom.com/wiki/2D_point_and_click_along_one_axis
Check the Animator component of your Player prefab - it may be that it has a Controller assigned that has the animation present as its default.
Sorting order won't affect Hotspot detection, but another Collider on the Default layer, closer to the c…
The Turning mode field, in the "Movement" panel, is dependent on the Movement method, which must be set to Direct for it to show.
Is this in the same project as before? What's your AC version?
@Alarconte: I'm not sure I'm following - could you share a screenshot of where you made the amendment?
@dgames: Unfortunately, Unity doesn't provide a callback for prefab duplication - so ConstantID values will be retained here. You should at leas…
Through scripting, you can read the value of MouseOverMenuElement and compare it with your Button, and alter the When Inventory selected field accordingly.
Try this, replacing the "Inventory" and "ExitButton" strings with the na…
Use a custom script to read the Player's GetSpriteDirectionInt function - this will return 0 when facing down, 1 when left, and 4 when down-left:
int direction = AC.KickStarter.player.GetSpriteDirectionInt ();if (direction == 0 || direction == 1 ||…
You can place custom code in a prefab and call it via Object: Call event - see this tutorial for a guided example.
However, being able to optionally prevent loading screens is a good suggestion - I'll give this some thought for the next release.
Preloading a scene should cause it to appear disabled in the Hierarchy, but not made active.
I cannot recreate such behaviour - what are your AC/Unity versions, what are your "Scene loading" settings in the Settings Manager, and do any re…
"GameObject" parameters are a stand-in for any component the Action may refer to. If the Variables and Camera components are attached to the same GameObject, then the newcam parameter can be used to override both Camera and Variables fiel…
If the Conversation was not being run at all due to no options being able to display, it wasn't informing the Action that the "Wait until finish?" operation is complete. The above change corrects this.
You can attach the Event Runner component to a Hotspot within the scene to have it run the Hotspot: Select event only when that specific Hotspot is selected.
What's the exact effect you're ultimately looking to achieve? If you're looking to have a…