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ChrisIceBox

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ChrisIceBox
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  • If you want to clear scene data, you'd need to do it before it opens. You should be able to do this by hooking into the OnBeforeChangeScene custom event, and reading the state of the SaveSystem's loadingGame property. Something like: void OnEnabl…
  • Set the Path type to Forward, and then assign the Cutscene with the above Action in the Cutscene on reach field of the last node in the Path's Inspector. For the z-position issue, check that the bird's sprite child has a local position of (0,0,0).
  • An ActionList that blocks gameplay will place the game in Cutscene mode, yes. The IsGameplayBlocked function, however, can be passed a specific Action ot ignore: bool isGameplayBlocked = KickStarter.actionListManager.IsGameplayBlocked (this);
  • Is the use of "Unity Ui In Scene" necessary for the Menu? This is typically only needed if you have a Menu that appears in World Space, i.e. in a specific position in 3D space. If possible, switch over to "Unity Ui Prefab" so t…
  • AC requires the TextMeshProIsPresent scripting define symbol to be present in your Player settings - in order to know that it's "safe" to run TMPro-related code. Scripting define symbols are, however, a per-platform setting. If you switc…
  • (Quote) What menu turning on prematurely are you referring to? I'm not clear on the behaviour you're getting. (Quote) If you want AC to "forget" data related to a scene (which is loaded upon re-entering it), then you can do so with the C…
  • Just those lines. I will provide this as an option in the upcoming v1.78 update, however.
  • Sounds likely. A Conversation will be considered "active" even if there is no way to display it. If you want to have a dedicated "Exit Conversation" button, without having to create it as an option in each Conversation, you can…
  • Thanks for the details. This occurs because the Variable: Set Action automatically converts token values when it runs - so the text label will remain fixed with the variable's value at the time. I will see about making this behaviour optional, but…
  • If it's set to appear "During Conversation", then it should only display whenever a Conversation is active. You can check if this is the case within the AC Status box, which can be enabled at the bottom of the Settings Manager. At runtim…
  • What render pipeline are you using, and were Markers previously displaying? Markers don't rely on Gizmos, but a regular Mesh Renderer. The mesh is correct, since you can see the outline, but it may be a layer/material issue. Your Marker's Mesh Re…
  • At runtime, you can expand the Main Camera component to have it detail the current active camera. Check that any GameCameras that can be active when saving ("Cam: Corridor" in the video's case) have a Constant ID component attached. You …
  • Check the Camera: Fade Action's Wait until finish? Actino to complete the fade transition before running the next Action.
  • What is your AC version, and can you share screenshots of both the text's Label properties in the Menu Manager, and its entry in the Speech Manager (showing both the original and translation)? (Quote) The ability to run an ActionList when a specifi…
  • The component is right, the Manual is wrong - thanks for letting me know. Attach the component to the root, and assign the immediate child as the "Transform to control" - this should be the same as the Menu's "RectTransform boundary&…
  • My apologies. I think there may be some confusion between us about what icon you're seeing. If it's not the Menu, and it's following the cursor - then what you're seeing is likely the cursor. The Cursor Manager has settings that determine what gr…
  • To be clear: is it always the same lines that don't work? It sounds like an issue with them not being discoverable in Resources. Check that their filenames aren't shared with any other asset, and that they're in the same Resources folder as the ot…
  • From what you describe, it sounds like the update will be the best way to handle this - look out for it in the next week or so.
  • Then the Hotspot's "Position" setting is set to "Follow Cursor". Again, you can access the Hotspot's properties within the Menu Manager.
  • The Hotspot menu's properties are in the Menu Manager - not the Settings Manager. Select "Menu" at the top of the AC Game Editor window, and then choose "Hotspot" from the list of Menus below. That will display the properties o…
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