You can use the Events Editor (in the top toolbar) to run the Camera: Switch Action, passing in the new camera as a GameObject parameter. This can then be used in an ActionList: Set parameter Action to extract a component variable value from it.
Ho…
Open up AC's Conversation.cs script, and insert the following into line 198 (just above the return; statement):
OnEndConversation (this);
Does that resolve it?
Open up AC's SaveSystem script, and look for the following around line 141:
UpdateSaveFileLabels (ref foundSaveFiles);
Does removing this line solve the issue?
Open up AC's PlayerInteraction script and find line 1353.
In it, remove the following portion:
&& !KickStarter.playerInput.IsCursorLocked ()
Does that resolve it?
I will attempt a recreation, but I need the full details to work from. The screenshot only shows a portion of the Settings Manager - can you share the Manager in full, as well as the propertyies of your Interaction menu, as it appears in the Menu M…
Is the H1_Hotspot parameter being correctly set, and is the prefab's original position set to (0,0,0)?
Try using an Object: Teleport Action afterwards, to spawn the "MassegReciver" parameter to the "H1_Hotspot" parameter.
Does this only occur when using the Action to overwrite the save slot, or does it also occur when leaving the SavesList element's click behaviour as its default such that clicking saves automatically overwrites them?
Global Variables have a Link to field. If you set this to Options Data, its value will be stored as part of the profile/options, which are loaded upon starting the game, and are independent of any save-game files.
I can only recreate the issue if the Inventory: Select Action's Carry condition is set to Ignore Current Inventory.
For items to be combinable, they must both be present in the Player's Inventory. You can use categories to have the Player hold bot…
Welcome to the community, @siska.
Yes, you can re-style the Inventory menu as needed.
If the Menu's Source is set to Unity Ui Prefab, you can replace its Horizontal Layout Group with a Vertical Layout Group to have slots be arranged vertically, an…
I would like to recreate the original issue before delving further into a potential fix, but I cannot so far.
Can you PM me your Managers + scene file to test directly?
As of v1.76.1, AC makes it possible to use scripting to override an item's texture at runtime via its ItemInstance. One approach would be to leave the icons fields empty, and then assign them separately at runtime via e.g. Resources:
In earlier re…