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The Inventory system's API was changed in v1.72 - you can find details about it here.
If you'd like to share the VerbCoin script, I can make the necessary amendment.
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You can alter the field through script. As with any Manager fiel…
The selected Objective - and any Menu that displays it - are independent.
You can de-select the Objective by calling:
AC.KickStarter.runtimeObjectives.DeselectObjective ();
Alternatively, you can use the Menu: Change state Action to hide the elem…
You can place the code inside a public function, and then call that function from an ActionList.
Try this:
using UnityEngine;using AC;public class InventoryShifter : MonoBehaviour{ public void ShiftLeft () { MenuElement elementToShift…
Try checking Wait until finish? - it may be that the sound is destroyed before being heard due to the scene-change.
If that works, have the AudioSource be set to a persistent object - which you can do by attaching the Survive Scene Changes componen…
The scripts should still be compatible - but the scripts above went through a few iterations. Make sure you copy the second go at the HotspotDescription script, not the first.
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The error messages suggest AC was only partially imported - you'll need to import all of AC (especially its Scripts folder) when updating.
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This is a case of the Game window's "Gizmos" button being enabled - expand the Game…
Welcome to the community, @zmcbryde.
It sounds like the "Chat Log" template over on the Downloads page is your best bet - at least as a starting point.
This template allows speech and Conversation options to appear in a single text box. …
Are you enforcing an aspect ratio within the Settings Manager? It looks like you have letterboxing in the build screenshot, which'll occur if the screen's ratio is less than the enforced.
AC's aspect ratio enforcement doesn't affect the game windo…
The component works by processing audio played on the AudioSource that's on the same GameObject - is the character's root AudioSource playing audio?
Try testing outside of Timeline - if you're using an Animation track, there may be a conflict. Is …
Are you using the Scene: Switch Action to handle the scene-switching?
You can precede this with the Sound: Play one-shot Action to play an AudioClip without need for a dedicated Sound object.
What are the properties of the SetupPauseMenu asset (make sure to select the right one, you can find it assigned as the Pause menu's "ActionList when turn on" field)?
Try altering the When running and/or Unfreeze 'pause' Menus? options.
Recreated, thanks. I will put a fix out in the next release.
In the meantime, copy/paste the following to the top of PlayerMenus' CheckForDirectNav function:
if (!KickStarter.stateHandler.CanReceiveInput ()) return;
I'll need to learn more details about the situation.
What are your AC/Unity versions, is the character taken from the Sample content, or have you built them using the character wizard? Any screenshots you can share of both your Settings Manager, a…
Welcome to the community, @Valagost.
Yes, there is currently a hard-limit of 50 with the default save handlers.
You can amend this by opening up SaveFileHandler_SystemFile and altering the MaxSaves property at the bottom as needed. This property …
That's a novel way around it - but no, there's no ScrollRect element equivalent in the Menu Manager.
You can, however, attach a Canvas Group component to the object, and use the Object: Visibility Action to control its alpha.