The Remember Footstep Sounds component can be used to save which sounds are assigned. You'll need to make sure each sound asset can be accessed by the save system, however: the Manual's "Saving asset references" chapter has details on thi…
While the most robust way would be to bypass MenuInventoryBox entirely, and just read from the same source (RuntimeObjectives), you could feasibly rely on a MenuInventoryBox that was hidden.
Its GetObjective function can be used to get an Objective…
From the "Upgrade notes" section of the Changelog:
* The OnFinishLoading custom event now takes an integer parameter for the loaded save-file's ID
Replace OnFinishLoading () with OnFinishLoading (int saveID) will fix it.
You can have the script run code when the scene begins within its Start function, but if you want to ensure that AC is initialised first, hook into the OnAfterChangeScene event.
The script itself couldn't be adapted into an Action - it's purpose is…
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Could you elaborate on this? It may affect the save data.
Also, are you relying on Player-switching?
The error suggests that it's a case of the save data itself being wrong - the loading operation looks normal. For the given save you're …
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It's not automatic - I have to hard-code it, so it's possible I've missed some fields. Which Action/field is missing a parameter? The Object: Send message Action's Object to affect field should accept a GameObject parameter, however.
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Are you looking to use separate speech audio for each language, or just the original regardless of language?
Check your Console at the time - does it report anything related?
Let's see your Speech Manager in full, as well as a typical line from th…
It might be possible to get some further clues beforehand.
What custom scripts does your game make use of, and is AC always relied on for scene-switching?
If so, all scene-switch commands will go through AC's SceneChanger script. If you open that…
When you say that the buttons do not work, do you mean that they don't run their "click behaviour", or are they completely non-interactable - i.e. not changing to their colour when tapped?
What input system are you using, and are you maki…
It's possible with a custom script that relies on hooking into the OnBeforeChangeScene and OnAfterChangeScene custom events - in order to back up the item, and restore it afterwards.
It's made a little more tricky, however, given that the item is a…
You can display a second page by creating another Journal element, and setting its Journal type to Display Existing Journal, referencing the first, and setting the Page offset # to 1.
The upcoming v1.78 update will introduce the ability to assign i…
When importing, you can choose to have a text column update update either a translation (which is stored in the Speech Manager), or the original text (which is stored in the source Action, Hotspot etc). The latter takes a little time, as it will sc…
Ultimately, it's still a case of the MainCamera performing the rendering - think of GameCameras as just positional references for it - but you can still associate volumes with GameCameras and use scripting to manipulate them when a given camera is s…
The error is coming from the script - AC is calling the function correctly, but the component it's calling doesn't have its skinSetter variable assigned at the time.
Interesting watch, nice to see how the same concept can evolve in such ways through development.
It's also interesting to see how AC is used for games that aren't "traditional" adventures that it's made in mind for. Are you relying on mu…
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I don't recall exactly - could be GUI Layer, though oddly enough the AC package shouldn't include it. All that the MainCamera prefab requires, however, are the Camera, MainCamera, and AudioListener components.
Pause Gameplay causes the game to be placed in "cutscene" mode, where regular gameplay behaviour (such as being free to move and interact) is prevented.
Not all input is ignored - you can still e.g. open Menus and invoke Active Inputs.
P…
There's no apparent issue from your screenshots.
If just switching the Menu Manager is enough to show the Hotspots, it may be related to the other Menus you've created.
Where does your Hotspot menu stick in the stack relative to others? Generally…