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ChrisIceBox

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ChrisIceBox
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  • (Quote) Not necessarily - you can omit it from the import dialog window when updating to retain any custom changes. If using version control, you can also roll back that specific file otherwise.
  • AC handles motion and animation separately. Currently, you'd need to update the "Animation engine" at the same time you switch motion control, i.e.: KickStarter.player.SetAnimEngine (AnimationEngine.Mecanim);KickStarter.player.SetAnimEng…
  • They would need to be called manually. Is there a fixed number of lights in the same scene as the "master" switch, or are there dynamic elements? An ActionList Starter component can be run manually by invoking its RunActionList function.…
  • If a dedicated cursor graphic is assigned, then that will be shown at all times. If this cursor graphic is animated, however, you can have it play the animation as part of the "active" FX - while only playing the first frame otherwise. T…
  • Thanks for the explanation. Though, I'm not clear on the distinction you're making between your variables. How are they split, in terms of saving-location? Are some variables option-linked in PlayerPrefs, with others option-linked in Steam? Opti…
  • By default, taps are recognised when they begin - so toucing a Hotspot with a single finger would result in this behaviour. This could be avoided in a different ways, depending on preference - e.g. recognising taps when they end, or requiring a tap…
  • Yes, this is possible using parameters. What you can do is run an ActionList to update a light's state when the scene begins - either when opened naturally, or from loading a save-file. Because of this, you can remove the Remember Light component.…
  • Two variables shouldn't necessary - since the PopUp records the open/closed state as well as the locked state. It's also not necessary for the (1) Variable: Check Action in your first screenshot - since it's checking the PopUp variable again. You …
  • This looks to be due to the Settings Manager's Black out when initialising? option in the "Scene loading" panel. When the scene is blacked-out, AC enters cutscene mode automatically to prevent the Player from being able to move/interact d…
  • Currently, it'd involve scripting - but I am looking into ways to improve this. In the meantime, here is an alternative script to The Chamber's NewItemMenuSetup script that exposes a list of item textures that you can assign in its Inspector: usin…
  • You can use an Integer parameter to override the Inventory: Add or remove Action's Reduce count by field, so that you can set the number to remove dynamically. This parameter can be transferred from an Integer Variable value using the ActionList: S…
  • By "Global variables", are you referring to those from AC or Steam? What custom scripts are you using to link the two together? Options data needs to all come from the same source - by default, this is Unity's PlayerPrefs. This can be c…
  • Replace Options.cs line 145: if (KickStarter.speechManager && KickStarter.runtimeLanguages.Languages[optionsData.language].isDisabled) with: if (KickStarter.speechManager && optionsData.language < KickStarter.runtimeLanguages.L…
  • Yes, I do. Getting around this should be possible, but may be a bit hacky. What potential issue do you see this resulting in?
  • Any Animator parameter mentioned in your character's "Mecanim parameters" panel will be contolled by AC automatically. In the case of the "Body angle float", this will be set to the character's facing angle each frame - you won'…
  • Thanks for the elaboration. The next update will introduce a means to set the relative order that Remember Transform components are loaded in - it might help to simplify the process a bit.
  • Please use only English on the forum. You can go the other way, but it's complicated. It's best to stick to the item -> variable direction, and manipulate the item directly if you want to change how many there are.
  • The dev package I sent you yesterday should include the changes - with a script attached that sets the OptionsFileHandler in Awake, it should kick in before Options data is requested.
  • It looks like you're skipping dialogue options that each end with a Conversation. As a test, run a Cutscene that runs one of these options directly with the ActionList: Run Action - without involving a Conversation at all. Does the variable increa…
  • If there a finite number of e.g. Gems, you could have a "conversion" ActionList that manually turns 1 => Apple, 2 => Orange etc. Otherwise, code would be necessary. Encryption and IAPs are not a part of AC, but any skilled Unity pr…
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