What are your AC/Unity versions?
You mention the neck Hotspot relying on a Box Collider - is that the 2D or 3D variant?
Generally, the detection order should be based on distance to the camera - so nudging the neck Hotspot's position on the Z-axis…
Check that your Menu relies on the same GKConversationUI prefab as the one you're using - or at all.
For the prefab to be used, the Menu's Source must be set to Unity Ui Prefab, and the prefab needs to be assigned in the Linked Canvas prefab field.…
No obvious cause springs to mind.
* At which point - saving or loading?
* Does this occur in builds or the Editor?
* Is there a stacktrace to go with the error?
* Do the "Player health saved / loaded" logs show?
I can't give an exact method, but the scene-handling code is inside the SceneSwitcher, SubScene and ActionScene scripts. I'd suggest importing just those and seeing if there's any amendment necessary to have them work with the older version.
You can create an InventoryBox element, and set its Inventory box type to Collected Documents, to display a list of all Documents collected by the Player. Clicking one will then "open" it, populating the elements in your existing Menu wit…
Your script isn't relying on AC to store any data - it's just storing the health in PlayerPrefs separately.
Your LoadData function is also not overriding anything, so it won't be called during the loading process.
The intended way is to store with…
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All speech text should ideally be placed in Dialogue: Play speech Actions. Speech text is a special kind of translatable text, with extra data to go along with it (audio, lipsync etc).
What you can do is create a "master" ActionL…
Scrolling can be disabled from the Speech Manager - the Scroll speech text? option.
(Quick note: if you switch your Menu over to use TextMesh Pro, you can check the TMPro 'Typewriter' effect? option for nicer scrolling (no words shifting lines as t…
If you want to add additional pages at runtime, use a Journal.
If each of the Documents the Player finds are independent, use Documents as you are now. You do not need a separate Menu/Element for each one - the same Menu will be used to display wh…
You can't exclude specific Local variables from the save process, no.
You could, feasibly, back them up before loading, and restore them after loading - but I'm not clear on the need to. Could you elaborate on how you've approached this?
The Image components will be controlled by the Conversation option, yes - in the same way that the Text components will.
I'm not suggesting you embed the portrait images directly within the UI - just have the Image components be present so that the…
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Unchecking the Arranging Puzzle Piece component's Revert Position When Let Go option should allow for this.
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"New position" as in a specific slot, or whenever it's dropped? The "Inventory: Deselect" event will be…
Unless you have multiple Documents open at once, you shouldn't need the Open in set element? option.
If checked, however, the Journal name field refers to the name of the Menu's Journal element - in this case, "Collectible Description".
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A regular Image, on a separate Button object for each slot, is enough. A "Save game screenshots" UI template is available on the Downloads page.
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UI objects can be aligned relative to one another using Layout Group compone…
A Sound object will need to be present in the scene for it to properly adjust volume.
If you're calling this from an asset, and referencing a scene object, you'll need to make sure its both present in all scenes, and has the same associated Constan…
The only issue I'm seeing is that the Collectible Title's Label type needs to be set to Document Title, if you want it to show the Document's name.
What is the exact issue you're having? A Document must be opened or selected in order to be made &q…
I can't say how succesful this would be - as I'm not sure how much access Unity has to load/save processes when the game is quit - but script-wise this would do it:
using UnityEngine;using AC;public class AutoSaveOnQuit{ [RuntimeInitializeOnLoad…