Welcome to the community @Hululu.
Apologies for the stress. Don't worry though - I'm sure we can get to the bottom of this. I'll need to know a few more details, however.
What are your AC and Unity versions, and can you share screenshots of both…
Setting the Toggle to Custom Script shouldn't have an adverse effect - it should just prevent its value from being automatically set. It doesn't affect its visibility / enabled state. There may be another factor at play if that's the behaviour you…
A tutorial on customising the default interface can be found here.
The exact process for making visual changes to your Menu depends on its Source property in the Menu Manager.
If it's set to Adventure Creator, then the controls to adjust size/grap…
Yes - though you'll need a custom script to do so, as it involves calling the InventoryBox element's ResetOffset function as the Menu turns on.
This should do it:
using UnityEngine;using AC;public class RestInventoryOffset : MonoBehaviour{ publ…
Apologies for the hassle.
Try not to worry, though - your game's data isn't gone. The References file merely lets AC know which set of Managers to use. Without it, the Managers still exist - they're just not linked to the game.
This has been imp…
Very much appreciated, thank you.
Re the script: for the widest range of uses, a hybrid is probably best - where you can optionally assign a character, but otherwise it relies on the original name. I'll take a look, thanks for the feedback.
Rather than the Scene Manager's OnLoad field, attach the ActionList Starter component to the cutscene - it's a lot more flexible.
In its Inspector, checking Run on scene load?, and then set Scene load condition to Due To Switching Player.
I can't recreate the behaviour, but it looks like the blue slot (not the ball) has its Hotspot turned off.
A slot Hotspot should turn off automatically once a piece is assigned to it (i.e. a ball is placed over it), and turn on again once the piece…
The Image's GameObject in the Hierarchy will need to be enabled on startup for it to be found. It can be disabled at runtime from then on.
How is it that the original prefab is being affected? Are you relying on a custom script? It's important t…
Speech audio/lipsync data etc has to be associated with a speech line. You can't use a String parameter, because its usage isn't strictly limited to speech text.
What you can do, however, is create an ActionList that basically has all your speech …
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To force-set the Save File Handler, whether to a built-in class, or a custom one, run the code above in an Awake function on a component attached to your PeristentEngine prefab. The Manual chapter I mentioned has details.
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Any scrip…
This being a visual issue, are there any videos/media you can share to help illustrate the problem?
What platform are you building to, and does this occur in the Editor?
What are your AC/Unity versions, and when exactly does the issue occur? If i…
You don't need to modify AC's core scripts to alter which Save File Handler it uses. The following code, run at the beginning of your game, will do this:
AC.SaveSystem.SaveFileHandler = new SaveFileHandler_PlayerPrefs ();
I can't say if AC's Play…
You might be using an outdated version of the script.
The Chat Log is now a package over on the Downloads page, which also includes a default UI to work from. Give this a try - even if a separate project for testing - to see if it removes these is…
If you have each response defined as a separate ActionList, you can define a GameObject parameter within a new list that stores the intended list to run.
After the Dialogue: Start Conversation Action, you can then use ActionList: Set parameter to s…
Hold off with any custom code for the moment - we need to rule out it being a factor in this.
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By default, the Green ball starts in the Blue slot - not Red. What are the full changes you made to the scene that caused the issue to begin occu…
Thanks for the media - I'm afraid the site doesn't support hosting, so linking via imgur etc is the way to go.
I can't reproduce the issue with the default interface, so it may be related to your own (very snazzy!) Interaction menu.
Does it occur …
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That's correct. As this would affect the game's asset data, however, you'd need to similarly use Actions to reset Objective textures to their default state when the game begins - as changes made mid-gameplay would survive closing the game.
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