Thanks for the bug report - indeed, it's currently an Editor-only function.
You can remedy this by opening AC's Hotspot script and finding the GetMainIcon function around line 1789.
To fix it, move the #endif line underneath the function so that i…
Is an error occuring, or does the warning message have no effect on the state of the game?
The message refers to AC wanting to save data related to your ActionList asset, along with instructions on how to resolve it. If the game loads OK, however,…
This may be an issue specific to Unity UI-based menus.
Open up AC's UISlotClickRight script, and replace its Update function with:
private void Update (){ if (menuElement) { if (KickStarter.playerInput && KickStarter.playerInp…
Thanks for the details.
I must apologise, as it looks like a bug with AC is involved here - at least with the Interaction menu. I've recreated the problem with your details, and OnMouseOverMenu indeed doesn't fire if an Interaction element's For f…
If necessary, a custom script could be used to handle the display of the Menu based on speech events.
However, I'm not able to recreate such an issue if the Subtitle menu's Duplicate for each line? property is unchecked, and the Speech Manager's In…
Thanks for clarifying.
FWIW: The easiest approach would be to prevent saving while Naninovel dialogues are running.
Otherwise, it would be a case of instructing AC what kind of custom data you want to incorporate into its save-system.
Alternative…
What is your AC version, and what is your Inventory menu's Source set to?
If set to Adventure Creator, try switching over to Unity Ui Prefab. If you're using the default interface, this menu will already have a linked Canvas prefab to display.
Ca…
Welcome to the community, @jussik.
GetMainIcon is a function available in the Hotspot script with the latest version of AC. Which version are you using?
Sorry, but I need more detail - how are you referencing/calling it? Please share screenshots of what's involved.
The Action: Check running Action is normally used to resume a paused list - are you finding that this isn't working for your list?
Yo…
How are you rendering the cursor, and is this occuring in builds, or just the Editor?
The Cursor Manager's Lock system cursor when locking AC cursor? and Always show system cursor in Editor? control the behaviour of the system cursor (which will be…
You should be able to use the Object: Call event Action to disable his AudioSource component, by having it set the enabled property to false.
In case the audio kicks in with the scene's very first frame, it may be better to disable the AudioSource …
I'll see this added as part of the next release.
If you want to add this manually in the meantime, add "Editor" to the Enum script's PlatformType enum (around line 200), and then add the following into the ActionPlatformCheck Action's Run…
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I'm not sure if Naninovel's integration for AC includes this already. If not, it'd be a case of serializing its data into an AC Global String variable before saving, and then de-serializing that string after loading.
A tutorial on this top…
The issue looks to be to do with its affecting of "Camera.main", which will refer to AC's MainCamera.
AC's MainCamera works by attaching itself to the active "GameCamera", which involves copying over its values each frame - this…
Version 1.77.4:
Upgrade notes
* Changed: Software cursor sizes are now based on the width of the playable screen, rather than the entire screen
* Added: Option to duplicate the Hotspot Menu for each Hotspot it displays for
* Added: The "M…