What are your AC and Unity versions?
You mention "sound mixer" - is this to say your using Audio Mixer Groups to control volume levels?
When not using Timeline, how are you playing the sound? Check the Audio Source component's Inspector…
The Variable: Set Action can be used to update a PopUp variable's value - whether it be Global, Local or Component.
Ordinarily, a variable's value is separated from animation - so you'd need to separately run an Object: Animate Action afterwards.
…
(Quote)
I'm not able to recreate this - are you using the latest UCC and AC versions?
To test, I created an OnStart cutscene in the included Demo scene, and had it run the Dummy Hotspot's Interaction with an ActionList: Run Action.
When running th…
Happy to help.
After looking into it some more, here's a more complete ClearLiveData function, which will reset Inventory, menus etc as well:
public void ClearLiveData (){ KickStarter.runtimeInventory.SetNull (); KickStarter.runtimeInventory…
The Object: Call event Action relies on Unity's event system, which will always refer to the assigned object - a prefab reference won't be converted to a "scene instance" at runtime.
Instead, you'll need to rely on scripting to affect the…
(Quote)
An object must be enabled to be automatically "visible" to the save-system, as it will register itself with AC when the component itself is enabled.
You should, however, be able to register an object manually, through script, if y…
What's your AC version? The current release's Engine: Control Timeline Action should end once the Timeline it's set to control has ended - regardless of method.
Given your mention of Timeline, I'm not sure how much it factors into the original iss…
The current language can be gotten with:
AC.Options.GetLanguage ();
A list of this and other save-related functions can be found in the Manual's "Save scripting" chapter.
@Lux - since this thread began, AC has since gotten an implemention of A* pathfinding for 2D. You can find it on the Downloads page.
This package offers an alternative pathfinding algorithm. The behaviour might be a little bit different to the bu…
There's no AC event for the case that the mouse is clicked over empty space - but you can read Unity's Input.GetMouseButtonDown function for that.
You can then read the value of AC's GetActiveHotspot and IsMouseOverMenu functions to determine if th…
This may be more of a general Unity question, and I'm not aware of how "Lucky Patcher" works. Is it able to modify variables at the time an app is running? Or only modify save-game file values?
It's true that Profiles are treated separately to your regular save-data - though each Profile does have its own record of save files.
How and when exactly the game's "live" data is reset/loaded will vary by the game's design, however. I…
(Quote)
As in, a separate object that gets pareneted to the PersistentEngine?
It's already possible to modify the PersistentEngine prefab - it's in /AdventureCreator/Resources.
Thanks for the details.
What you're seeing is as intended - though I can understand the confusion.
To clarify: a single Set Interaction Parameters component is intended to change the parameter values of a single Interaction.
If you want to set th…
To be clear: is this occuring with a specific line, or all lines? Also, when you say "conversation", are you referring to AC's Conversation prefab - or just a series of speech lines?
Does the issue persist if you move the speech to the O…
Welcome to the community, @whatsupworld.
I think that's a good suggestion for the template itself - I've gone and updated the package with a new speed field in the Arranging Puzzle Manager component's Inspector, which will apply a smoothing affect …
When AC repositions a Menu due to its Position setting, it will do so by controlling the position of the assigned RectTransform boundary.
What is your Menu's Position property set to, and what behaviour do you want the Subtitles menu to have?
If y…