Thanks for the PM.
It's a bit of an edge-case, as you're selecting Hotspots manually through script, but not relying on a custom Interaction method.
For this situation, you'll need to call the SetActiveHotspot function manually at the same time th…
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Yes - a SavesList element set to "Load" will have a similar ActionLists asset field.
In the case of loading, however, you'll likely want to run an ActionList that fades-out before the actual loading occurs.
To do this, uncheck Lo…
I'm not following your explanation. What is it in general you're trying to accomplish?
If you can share screenshots that illustrate what you have already, with a description of what's not working, that will help clarify the situation.
When dealing with branching options that lead to further options, you're best off using the Dialogue: Start conversation Action's Override options? feature, which lets you keep all responses within the same ActionList.
If the good/neutral/bad choic…
As this is a visual issue, I'm not totally clear on the problem you're describing without screenshots. However, the MainCamera's RecalculateRects function will update camera aspect ratio data:
AC.KickStarter.mainCamera.RecalculateRects ();
There may be more to it - are you able to stop Tin Pot from moving by removing their Character Controller?
What other components are on your character? There may be interference from another.
There's a hard-coded limit to the number of saves on line 53 of SaveSystem.cs:
public const int MAX_SAVES = 50;
I'll look to see if this can be removed/merged with the exposed option in the Settings Manager.
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If your Main_menu Player only exists in a single scene, an alternative to this approach would be to disable Player-switching, and place the Main_menu Player in the Main Menu scene directly. When Player-switching is disabled, a "local&q…
No problem. I can also confirm that the ability to assign a texture to a Document page will be included as part of AC's v1.78 update.
On the topic of memory: these images will be able to overridden through script - so it'll be possible to use e.g.…
Thanks for the details.
Remove the TapUp script and try this instead: open up AC's PlayerInteraction script and look at lines 612 and 739 (using the latest release).
Both lines should mention MouseState.SingleClick. Replace these to MouseState.Le…
What's your Unity version?
We'll need to see if this is an issue with the scene, or with your character. To do this, temporarily disable your own Player and drop Tin Pot - the Demo game's Player prefab - into the scene. They can be found in /Asse…
Try checking Duplicate for each Hotspot? in the Hotspot menu's properties.
Otherwise: the setup is too custom for me to recreate. I'd need the project itself along with instructions to see it for myself.
The closest setting to this is to have the Player turn their head to face the active Hotspot. To have them face the pointer would involve scripting, as you'd need to convert the cursor in screen-space to a 3D position using raycasting and detecting…
That'd be a question for Steam, but I'd expect it'd need to be present throughout.
This doesn't necessarily mean it needs to be added to every scene manually, however - if you add it to AC's PersistentEngine prefab, or add it to a custom EventSyste…
AC requires that the game be in "gameplay" mode for saving to be possible - so saving from a background ActionList is necessary.
The above should work just fine - though the "proper" opening cutscene will also run when you load …
The default inventory should be added via this line:
KickStarter.runtimeInventory.OnInitPersistentEngine ();
I cannot recreate an issue - are you involving Player-switching?