Scripting guide links for the mentioned classes and functions: Container, InvCollection and TransferAll.
Yep, Rairun's code will do it - just bear in mind that you'll need to run it while the Player whose items you want to transfer is still the &qu…
While you could modify the existing Camera: Shake script, I'd advise against it as you'd need to apply the same change after updating AC.
The best way to handle this is to move the Action to a new ActionList, precede it with a Variable: Check Actio…
I'll attempt a recreation. To be clear: it's your scene-based Cutscene that's running an ActionList: Run Action to set the parameters of the Actionlist asset?
What are your AC/Unity versions, and are you using "Mouse Over" Hotspot detection?
It sounds like you've already made the right checks. With this mode, Hotspots need the following requirements to be interactive:
* Distance from the came…
Performance cost is indeed the main disadvantage - with the cost being tied to the number of lines involved.
With By Direct Reference, you're giving Unity a direct link between your audio files and the Speech Manager, so you're effectively loading …
I'm having trouble recreating this reliably.
What are your AC and Unity versions, and does it improve if you open up AC's ActionListAssetEditor script file and replace the OnOpenAsset function at the bottom with the following?
ActionListAsset acti…
You can do so from within the properties of the Recipe itself - assign an asset in the ActionList when create field, and have it run the Sound: Play one shot Action.
The gathering is handled in the Speech Manager - look for instances of GameObject.FindObjectsOfType and add the optional includeInactive parameter.
I can see about making this optional, but likely it'll be a "hidden" one that can be set w…
Return to the CustomInventory script, and comment out the line:
KickStarter.playerInput.canKeyboardControlMenusDuringGameplay = true;
Are interaction options directly click/tappable then?
(Quote)
This'll be necessary if you want the UI to update when items are removed as well.
What was your implementation? Try this:
void OnInventoryRemove (InvCollection invCollection, InvInstance invInstance, int amount){ if (invCollection == K…
If you're using version control, you can compare changes made to your Speech Manager asset file to see which lines were modified.
If not, and if this was before the changes were made, I'd suggest creating a new language (which will use the original…
Recreated, thanks for the details.
It's due to the Trigger not treating the Conversation as gameplay, despite the Settings Manager option.
I'll remedy this as part of the next update. To fix temporarily, open up AC_Trigger and look for the line:
…
The script you've posted doesn't match the filename of the first error - are these two different scripts, or is ActionLoadSoundBank.cs the script you've shared?
The Action API has been updated (you can see the new format in the second link), but ol…
By "analogue", do you mean the on-screen joystick? I'm not clear on the exact behaviour you're describing.
You'll need to choose between either using that to select options, or pressing them directly - it can't do both at the same time.
…