GetTotalIntProperty etc are a part of the InvCollection class - which holds the raw inventory item data for both Containers and the Player.
The functions within the Container class itself are just helpers - if you read its InvCollection property, y…
The script doesn't affect the size of the icon - only its size and position is controlled by it.
You should be able to recreate the behaviour by setting the Game window's resolution to different values, with and without the script. It may be that …
Open up RememberContainer and remove the code block:
else if (!string.IsNullOrEmpty (data.collectionData)){ Container.InvCollection.DeleteAll (); List<InvInstance> invInstances = InvCollection.DataToInstances (data.collectionData); f…
You're referring to the Combat Example?
It's been updated quite a bit recently - are you using the latest version? Backup/duplicate your project and try the current release.
Preset animation curves can be assigned, and created, at the bottom of the Curve editor window. Click the cog icon in the lower left to access them. This is more of a Unity topic rather than an AC one, though.
Using the Object: Transform Action a…
If you opt to use Unity's Addressable system for scene-switching, added scenes will be loaded asynchronously:
* Back up the project
* Import Unity's Addressable package from the Package Manager
* Add "AddressableIsPresent" to the Player s…
(Quote)
Is this a custom script? You'll need to refresh my memory, if so.
If you're using Unity UI, the scaling will be dependent on the Canvas Scaler component. Can you share screenshots showing the setup?
That's right - the template system is a recent introduction. I'll add a note about this in the video's description, thanks for the prompt.
The file in your screenshot is the script file - not the Template asset itself. You can find that - Templat…
Saving isn't possible during cutscenes - if a gameplay-blocking ActionList is running (other than the one with the Save: Save or load Action is run), then saving will be prevented and reported in the Console.
To set the camera's target to a child of the Player that gets spawned in at runtime, attach this script to the camera and make sure the "Follow Child" name matches that of the child object:
using UnityEngine;using AC;public class SetCamer…
If the Size field is set to Manual, it should stay fixed. Though, the best approach would be to use Unity UI - as this does away with AC-set size properties, and relies entirely on easily-configurable Unity UI components.
A tutorial on converting …
Menus and their elements are processed in the order they appear in the Menu Manager - is the Hotspot element underneath both of the InventoryBox elements?
(Quote)
Quite right.
(Quote)
Thanks for the details - I'll attempt a recreation. Does the issue also occur if - instead of running the Action - you manually change the "Hotspot detection method" field at runtime in the Settings Manager?
I'll need to recreate the issue, first. What are your AC/Unity versions, and can you share screens of the Container's Inspector, the item, its properties, and your Settings Manager?
I'm not sure what you're referring to with items - there's no mention of selected items above.
However, the currently-highlighted inventory item instance can be gotten with:
AC.KickStarter.runtimeInventory.HoverInstance
(Quote)
For demonstration purposes, since the cursor is locked by default, it shows during gameplay so that you can check that items are being added correctly.
You can adjust this easily however, by going to the Menu Manager, selecting the Inventor…