Temporarily remove the Rigidbody 2D component, and re-enable Player-switching.
What does the Console display, and what is the exact issue that occurs? A screenshot or video may be best, if possible.
Are you running any Actions that affect the pla…
By design, OnStart will run whenever you start a scene through natural gameplay - i.e. switching to it from another scene, or beginning the game from here.
To run Actions only once, create a Local Boolean variable to keep track of whether it's been…
I'm not following the relevance of your screenshots - they're all related to your Save menu, i.e. manually-created saves. Autosaves are created through ActionLists.
How are you Autosaving the game, and checking if it has occured or not?
It's not an official integration, but if there's an issue between it and the latest AC release, by all means share details and I'll see if I can advise on what's wrong.
An objective can be selected by referring to its ID number, using the SelectObjective function:
KickStarter.runtimeObjectives.SelectObjective (objectiveInstance.Objective.ID);
Not without scripting - AC isn't intended for IF games. I'd recommend looking into an asset specifically designed for such game types in Unity.
If you did want to tackle it through custom means, you wouldn't rely on a separate Menu/UI for each sce…
I expect there's a few ways to tackle this kind of logic, but the way I've found is to use a PopUp or Integer variable that keeps track of the player's score.
If you know the current score, you can check if the chosen interaction is correct - repea…
If you disable player-switching, and assign the second character in the Settings Manager's "Player prefab" field, do they have the same issues then?
Check the Console window at this time for any related messages. Check also that the char…
As in, they aren't listed when clicking the small circle inside the Action's "Speaker" field?
I'm afraid this is by Unity's own design - the Object Picker window cannot filter by specific components attached to prefabs.
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You can a…
For animated buttons, use Unity UI.
You can then set your UI Button component's Transition property to Animation, which allows you to make use of a regular Unity Animator component to control its appearance.
Animating the button's background would…
Try using the Variable: Copy Action instead of Variable: Set to transfer the value of TimerValue to NewHintCounter - does it work then?
If not, enable comments in each of the Actions, and opt to display them in the Console (from the bottom of the S…
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You can iterate through the GetMenus function to check for custom conditions:
public Menu GetUnlockedMenu (string menuName){ List<Menu> menus = PlayerMenus.GetMenus (true); foreach (Menu menu in menus) { if (menu.title…
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Quite right, apologies.
To fix, open up EventContainerAddRemove, and replace line 56 with:
new ParameterReference (ParameterType.GameObject, "Container"),
Version 1.78.3:
Upgrade notes
* The OnBeforeChangeScene event is now triggered before scene data is saved
* The "Turn instantly when under player control?" option has been replaced with a "Turning mode" dropdown
* Added: Opti…
At what point is the choice between the two made?
Though you need to be careful when swapping Manager assets at runtime, you should be OK to do this so long as you make the change before AC itself boots up. You can do this by setting your game's f…
Welcome to the community, @christianj.
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This is a known issue and a fix is set to be included in the upcoming v1.78.3 update. My apologies for the hassle.
In the meantime, you should be able to work around this by opening AC's LevelStorage…
Yes - it should work. AC will regard clicks on the RectTransform boundary as clicks on the Menu.
You might have an issue, however, if the Menu needs to be repositioned - as the boundary is accounted for when "Always fit within screen?" i…