What's your AC version? With the current release, adding "AddressableIsPresent" is not necessary.
No script changes should be necessary - what you've described should be enough. What is the result now of saving and loading?
Sorry - I left out the try/catch statement. If you use this, then you can have Unity ignore missing inputs:
bool My_GetButtonDown (string axis){ try { if (axis == "InteractionA" && KickStarter.playerMenus.IsMouseOver…
I'd need to see the full Inspectors of the two objects - physics components included.
What are your AC/Unity versions also, what is the error message in full (stacktrace included), and at what moment does the error display?
Welcome to the community, @JesusBando.
If you import Unity's Addressables package, you can then check Save asset references with Addressables? in the Settings Manager.
This will cause AC to rely on the Addressable system to retrieve assets when lo…
Welcome to the community, @Julia.
The "GameCamera Third-person" camera type in the Scene Manager can be rotated around the Z-axis by dragging. You'll need to create an Empty in the scene that acts as the pivot-point for it, and then assi…
A custom script can override AC's "InputGetButtonDown" function such that - when the mouse is over a Menu - it reads the mouse button, rather than "InteractionA".
This should do it:
using UnityEngine;using AC;public class Input…
I've updated the GK package, to make the use of a Conversation object optional.
When you use the GK script in isolation, you can use the Object: Call event Action to trigger its BeginDialogueMode function to turn it on manually.
Are you relying on Unity's new Input System, or the legacy Input Manager, for input?
If you have Mouse clicks have default functionally? unchecked, then mouse clicks should only run Hotspot interactions if you have "mouse 0" mapped to you…
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It's a question for Xbox - how the data gets stored within the blobs array isn't up to AC.
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You don't need to rely on the fileName or label, just a unique identified that'll be consistent for that save. Use the ID number instead.
The Menu issue is likely to do with the difference in resolution / aspect ratio. Are you using Free Aspect mode when testing in the Editor? Best to rely on a fixed ratio e.g. 16:9. You can also enforce an aspect ratio in the Settings Manager if y…
There are two approaches you can take to this.
One is to have a second character (an NPC) that looks like the Player, and rely on the MirrorCharacter script earlier in the thread to have them move/animate as a reflection of the Player. This requir…
You're welcome!
I've had a look through the articy importer, and yes - it does look like they updated the API.
I've made corrections to AC's integration package, so if you give it another download and import, it should work now. Thanks for the le…
I'll see if this can be conveted into a package on the Downloads page in the future, but for now: here's a bare-bones function that'll parse some text and attempt to run the correct Hotspot / Inventory interaction:
void ParseText (string text){ …
Firstly, you'll need to convert the Menu to rely on Unity UI. That way, you can then rely on an Animator component, attached to the Button, to control its animation (which can then be whatever you wish, using Unity's Animation window).
In the Anim…
Where/how the data is exactly stored would be down to Xbox - does the Save function allow you to specify an index? The blobs[index] may refer to which save slot you're dealing with.
Welcome to the community, @Choklad.
It certainly is possible that their Unity importer was changed - I'll look into this, thanks for the alert.
The script error itself, however, only relates to the script's header: try deleting the referenced line…