No need for any scripting knowledge - Unity UI is effectively a set of pre-made components that allow for the creation of user interfaces.
Unity has some pretty good introductory tutorials, and I'd say this one should be enough to get you with the …
I've just checked - thanks for the alert.
The PDF has the wrong title, but the information within is correct. It should be a list of seven-step instructions. I'll update the package with the correct title.
If the Slot Index variable is set to the save ID, the screenshot should be getting the right one.
Let's see what's going on: open up AC's SaveSystem script and find the function GetScreenshot around line 1499.
At the top of it, copy/paste:
Debug.…
The principles covered by the tutorial are the same for any Menu type, but the default Save and Load menus are already compatible with Unity UI. If you've run the New Game Wizard to generate your Managers, they'll be included with the default inter…
https://adventure-creator.fandom.com/wiki/Spine_Integration and https://adventure-creator.fandom.com/wiki/Spine_and_Adventure_Creator are two separate integrations, written by separate authors - the former being more the more commonly-used.
I can't…
Yes, the Pause texture is rendered using Unity's ImGUI system, so it'll only work with AC menus as it'll be drawn on top of Unity UI menus. I'll add a message box to the Menu Manager to make this more clear: thanks for raising the issue.
One way t…
It may be the size of the "CloseUp Canvas".
The Menu's RectTransform boundary field is used to describe what portion of the screen the Menu takes up. Clicks over it will be "consumed" by the Menu - so it should generally be ass…
If it's based on a condition in another scene, then yes - you'll need to run the on/off logic when the scene Hotspot starts.
To keep things more tidy, however, you can unset this Cutscene from the Scene Manager's "On start" field, and ins…
I can only recreate insofar as a right-click not working - but mapping InteractionB to another input works on my end. Is "2" deselecting the item when not over the Menu?
Working with Unity UI is a case of defining Menus in the Menu Manager, defining Elements within those Menus (such as a SavesList, to display a list of saves), and then linking them to the corresponding Unity UI component.
Details can be found in th…
I believe I've found the cause of the issue - the following line in HeldObjectData:
deltaInput = touch.deltaPosition;
Commenting it out - or multiplying it by some factor - should be a decent temporary remedy, but I'll include a robust fix as part…
Welcome to the community, @pjUnzip.
Global Variables shouldn't need to be involved for the running of certain Interactions: you can use the Hotspot: Change interaction Action to enable/disable a Hotspot's specific Interactions at runtime.
Good, leave it at that for now.
If you set the Player's starting Scene index to -1, I'll include a fix in the next update to have the "Base On Previous" PlayerStart react to your settings.
Perhaps, though Players often rely on multiple Renderers. The intended method for this is to move an unwanted Player from the scene, and then use the "Scene: Check" Action to check that Player's presence.
Thanks for the details. Apologies, I should have spotted the issue in the first screenshot.
The problem is that the Engine: Control Timeline Action has Wait until finish? unchecked, causing the "Clear Parent" command after it to run immed…
One other point: I notice the 3D draggable has a pixellated look, despite the high resolution of the device. Is this a post-process / RenderTexture effect, or is the screen size being manually adjusted?