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Documents are a way for you to present the player with pre-written text that can optionally span multiple pages. It's more intended for e.g. picking up a letter, with the option to add it to a separate "Inventory"-like system if t…
It's hard to glean exactly why, as the logic flow / custom scripting is specific to your project - but it sounds like it needs a frame to update things.
Try using a wait time of -1. A negative value causes it to wait exactly one frame, regardless …
Recreated, thanks.
The warnings are harmless - I'll remove them in the next update, but you can also do so manually by opening ActionContainerCheck and replacing line 122:
BeginHorizontal ("");
with:
BeginHorizontal ();
You can use the MenuGraphic's SetNormalGraphicTexture function, passing in the sprite's original texture:
test.SetNormalGraphicTexture (GameObject.Find("xxx").GetComponent().sprite.texture);
If you're setting this to a sprite in script, …
I need to see your full Settings Manager - how are Hotspots being detected?
If you're using a Hotspot Detector, try replacing the line you mention with:
Hotspot[] hotspots = KickStarter.player.hotspotDetector.GetAllDetectedHotspots ();Hotspot hots…
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Thanks. What platform/OS are you working on? I suspect this is an issue with the drag-and-drop feature, which can be troublesome in some systems. For this reason, it's made optional - and can be disabled in the Adventure Creator section o…
An Action's comment is actually called after it's run, which admittedly is confusing.
You can amend this by opening AC's ActionList.cs script, and moving line 474:
PrintActionComment (action);
up to around lint 465 (i.e. above the action.Run() ca…
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To be clear: the ID number is shared by both speech and lipsync files.
Use the filtering options at the bottom of the Speech Manager to get your speech lines to show. Try setting the Scene filter to (Any or no scene). That should cause al…
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I can certainly look into a potential option - though it'd be best to work with a real-world example. If you can PM me your game's Speech Manager asset file, that'll be a big help.
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It resets the ID numbers from all gathered assets …
How are you running the Interaction ActionList, and are you setting parameter values at that time? It may be that you're setting HotspotPosition to your intended value, but inadvertently resetting CurrentHint.
It may have already been fixed. In the Changelog for v1.77.4:
-Fixed: Issues with direct navigation of Slider elements in AC menus
Try backing up and updating to the latest release.
Parameter values cannot be translated, and they also cannot predict where they will be used. It's also the case that speech translations contain more data than regular translations - speaker, audio, etc.
One way to parameterise this situation is t…
The Object: Add or remove Action can accept Inventory Item parameters, but it'll instead look to the item's dedicated Linked prefab field, not a Property defined in the Properties tab.
This field can be found just above its Main graphic field in th…
It'd be down to what the value is of your "CurrentHint" parameter at the time the list is run.
Are you setting it inside the ActionList: Run Action, or by some other means?
If "CurrentHint" is set to an object in the scene, it …
Welcome to the community, @BokeTsukkomi.
Admittedly I'm looking at the ActionList out of context, but I'm not sure I follow the lists logic. The first Action runs a null-check on "HotspotPosition", but its then "CurrentHint" th…