You're welcome - reducing workarounds and adding flexibility was my hope with the event system.
Containers will be hidden automatically during cutscenes. Is the ActionList's When running field set to Run In Background, so as not to interrupt gamep…
Thanks for the details - it might need a custom script, though I'll give some thought to the possibility of this being handled within AC. Leave with me - I'll think on this.
Be sure to remove AC's Particle Switch component, and check "Play On Awake" in the Particle System component. Then disable the GameObject, so that it is only active during the Timeline.
The particles should then display - but this is not…
Unity can play back video with the Video Player component. If you set the Render Mode to Camera Near Plane, it'll play in front of your scene.
For transparent effects, however, you're probably better off using either sprite animations or particles…
Are these items separate from your "regular" Inventory? If so, you can use Categories to filter their display between Menus.
In the Inventory Menu's "Categories" tab, define two Categories - Default and Music Track (or whatever…
What are your AC/Unity versions, and how tall is the character in Unity units?
If the character is much larger than "real world" scale, you may need to increase the Destination accuracy slider in the Settings Manager.
For building NavMes…
Does the NPC respond to the Character: Move to point Action, commanded to move to a specific Marker in the scene?
If not, does the Player respond to this Action, with Wait until finish? Action?
What does your NPC's full Inspector look like?
Custom Actions are possible - this tutorial covers the process.
To override the Inventory menu's behaviour, set the InventoryBox element's Inventory box type property to Custom Script. This disables the default click behaviour, allowing it to be s…
It's a simple change, but it could have unintended consequences elsewhere. I will look into it.
To clarify: the fundamental issue is that you want to update a Local variable's value before the scene-change?
No problem. Are you using Unity's Profiler to detect such spikes? If so, enable "Deep Profile", and drill down to show the origin. Share a screenshot and I'll try to decipher.
Version 1.78.2:
* Added: "Objective" type to ActionList parameters
* Added: Option to the PlayerInteraction component to always prevent camera-dragging while a Hotspot is selected
* Changed: The PlayerMenus script's MakeUIInteractive and …
I need to see screenshots of the issue itself - i.e. the scene, the NPC, the NavMesh, and their Inspectors.
If the Menus aren't appearing, check your Menu Manager - are the default set of Menus listed?
You can't filter by other state types, but you can filter by category.
From v1.78.0, it's now possible to assign Inventory Categories to Objectives, so another approach may be to create separate "Hint" Objectives that's linked to the orig…
It sounds like the OnEnableInteractionMenus is what you're looking for. It's script-only, so you'd use something along the lines of:
void OnEnable () { EventManager.OnEnableInteractionMenus += OnEnableInteractionMenus; }void OnDisable () { EventMa…
Oh dear, a silly mistake on my part. Thanks for bringing it to my attention, I'll see this addressed in the next release.
To fix, open up AC's MenuCrafting script and replace line 399:
if (!InvInstance.IsValid (invInstance))
with:
if (InvInstan…
Thanks for the report, I'll look into it.
What are your AC/Unity versions, and have you noticed this occuring in the Editor as well?
Is the 1.5Mb per-save including the screenshot texture? The filesizes involved do sound quite large - if you can …
What variables are you looking to preserve?
The intended way to save custom data about a scene is to rely on a custom Remember component - this tutorial has details.