Welcome to the community, @arrokoth.
It looks to be due to the labelListID array not being serializable - which means any changes made to it won't be saved.
Making this public may be enough, but I'd recommend storing both the text and the ID withi…
Are you able to choose from multiple slots to save in, and "Save slot index" remains at 1 no matter which slot is clicked?
The "Save slot index" variable should only be set within the properties of the SavesList element that con…
There's likely a difference somewhere, even if it's slight.
Rather than using an Equal To check, though, try using a Less Than 0.001 check (i.e. less than a very small number).
The ActionList looks like it can be run at any time. What are its Pro…
Understood the issue, thanks for the explanation. I'd be vary, however, that such a behaviour would cause more trouble than it would solve.
Are you making use of the Variable Manager's ability to list all referenced made to a specific Variable in …
Thanks for the feedback, @stelabouras.
OnVariableChange was removed due to both its broad usage compared with the Event Runner's ability to filter by variable, as well as its (relative) lack of use, where it was taking up prime space in the Game Ed…
When mixers are used for audio, AC will set the attenuation parameter - nothing else. I don't see any issue with the setup, but I'd imagine this is Unity related.
The use of a custom save label shouldn't factor in - though I'd recommend unchecking it until the issue is resolved.
The thing to look at is the "Save slot index" variable - what is it being set to at runtime?
To fix, open up AC's MenuGraphic script and replace the line:
if (graphicType == AC_GraphicType.Normal && graphic.texture != null)
with:
if ((graphicType == AC_GraphicType.Normal || !Application.isPlaying) && graphic.texture != nu…
Looks like a bug, thanks for the report - I'll look into it.
Temporarily setting the Graphic type back to Normal should correct its size, but switching over to Unity UI for the Menu's Source will get rid of the issue entirely - and it's a setting I…
PageText is an element further up in your Documents menu screenshot - it's used to display the page text of the currently-open Document.
You don't need to set it up as a Journal, keep it as Documents as you are now. A Document is a special type of…
A Journal has its pages entered directly into the Menu, and they can be added to at runtime.
A Document has its pages entered within the Inventory Manager, and these are fixed.
Your Texture menu needs to reference the element that displays the pag…
Is the note interactive, or just a texture?
It sounds like the Documents may be the right fit for this.
Documents don't necessarily need to have accompanying text/pages - you can define a Document in the Inventory Manager and just assign a texture…
I will still need a saved copy of the scene to work with. If you have no "before" scene, is there an "after" scene that you can PM me that demonstrates the issue?
You likely wouldn't need the SetupOptionsMenu script - just change the variable to a Boolean ("IsFullScreen"), and have the custom Action update the resolution this way:
override public float Run (){ bool isFullScreen = GlobalVariables…
Ah, its because the Graphic element is set to display "Document Texture" - which refers to the Texture of the Document itself, rather than individual pages.
Set this instead to "Page Texture", link the Journal element via the fi…
When using the Save: Save or load Action to manually save the game, the slot used is determined by the variable assigned in the Integer variable field. Is this being correctly set?
The tutorial sets the "Save slot index" variable by refe…