(Quote)
To be clear: what was the result in that test? Was the AC variable loading once the FSM was no longer running?
We can check if this is a case of AC not saving the variable at all by checking the raw Save data.
If you open up the Save-game…
Currently, yes. It will stick to Custom Script until the script is disabled - or you leave the scene with it in.
If you want to mix-and-match things, I'll need details on how you are integrating the puzzle template into a regular scene.
Apologies for the trouble.
I can't reproduce either issue - to be clear, it's specifically that the PM variables aren't updating, while AC variables are still being correctly restored?
Which versions of both Playmaker and AC are installed? I'm as…
I should preface this by saying the Switch isn't an officially supported platform.
You mention disabling the save system - is that due to having scene this thread?
What is your AC version, does the issue occur if you set your Build Settings first …
Yes - Events can be set either in the Editor (since v1.78) or through script:
using UnityEngine;using AC;public class HotspotEvents : MonoBehaviour{ public ActionListAsset onHotspotSelect; public ActionListAsset onHotspotDeselect; private …
(Quote)
It's Chris.
Thanks for the suggestions - could you share a typical complex ActionList that would benefit from such a feature? I shall give it some thought - currently, the best way to compartmentalise logic is to separate it several lists …
You can disable default mouse click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager's Interface panel.
You'll then need to rely on an input named InteractionA, mapped to "mouse 0", to regain contro…
This approach won't be compatible with the Puzzle template, because the latter works with a single tap down + up to handle a single movement.
Are your usages of this template in separate scene files? The best way around this would be to avoid usin…
Welcome to the community, @BabaBooey.
It sounds like the ActionList that initialises the Pause menu is the issue - though its default settings should prevent this, and I can't recreate the issue on my end.
If you go to your Pause menu, select the …
A GameObject's enabled state cannot be stored on the same object - because the Remember component itself must be enabled at the time of saving.
What you instead need to do is have a separate GameObject that records the state(s).
RememberMultipleEn…
The StartDialog function can be called through custom script to have a character manually speak:
KickStarter.dialog.StartDialog (myCharacter, "Hello");
You can use the Events Editor - available in the top toolbar - for this.
First create a Global Bool variable named e.g. "Is Over Hotspot", and then create a pair of events - Hotspot: Select and Hotspot: Deselect - that set its value to Tr…
Welcome to the community, @laridk88.
Only one project will be needed. The first thing to bear in mind is that all of the options set up by the Wizard are just for convenience - everything can be altered later if you change your mind.
When creatin…
Do you mean that you are changing the resolution manually, i.e. with Screen.SetResolution? I do not recommend this on a per-scene basis. Or by "resolution" are you referring to the background dimensions?
AC should automatically scale th…
Perhaps a different approach is called for.
If you set your Interaction method to Custom Script, you can replace AC's default input/interaction code with your own. For a simple "tap up to interact" behaviour, this should be enough:
usin…
Modifying an ActionList through is possible, though asset files should only be modified while in Edit mode.
Details on working with Actions through script can be found in the Manual's "Generating ActionLists through script" chapter.
Howe…