You could have gameplay continue but with restrictions on the Player, but if the appearance of the cursor is based animation-based, you could just introduce another Animator parameter.
For example, an Int named "Force cursor state", where…
You've confirmed its not onHotspotOn that's not being called, but onAction? As in, a Debug.Log command never fires regardless of the Hotspot parameter value?
The AC event-hooking looks correct.
No, you'd attach it to a script on the same object.
Something like:
using UnityEngine;using AC;public class TextMeshToken : MonoBehaviour{ public string labelText = "[var:1]"; void Update () { string newText = AC.AdvGame.…
As an alternative to modifying the Action, you can hook into the OnHotspotTurnOff event, which will fire regardless of how the Hotspot was disabled:
private void OnEnable () { EventManager.OnHotspotTurnOff += OnHotspotTurnOff; }private void OnDisab…
A Constant ID component merely provides a reference for the object its attached to. It doesn't save any specific data about that object.
To save the sprites and enabled/disabled states of a UI Button component, you'd need to write a custom Remembe…
In the meantime, something like this ought to do it:
using UnityEngine;using AC;public class ItemSeletionKeys : MonoBehaviour{ void Update () { if (!KickStarter.stateHandler.IsInGameplay ()) return; AttemptSelect (0, KeyCode.A…
Welcome to the community, @duckmadeofwood.
I'm getting "502 Bad Gateway" errors when viewing your links - could you upload to imgur instead?
If I recall, an alternate way to set the sort axis can be found in your URP 2D Renderer asset. …
Use the Object: Send message Action, setting the Object to affect as the Trigger.
The Turn On and Turn Off commands can then be used to enable and disable the effects of the Trigger.
Inside the Menu Manager, selecting a Menu will reveal its properties. Among these are two ActionList asset fields:
* ActionList when turn on
* ActionList when turn off
Assigning an ActionList asset into these fields will cause that asset to run w…
Disabling a GameObject causes its references to become lost e.g. when loading a save-game file. It's too easy for newcomers to break things this way, so I'd prefer to keep it outside of AC's official Actions.
A custom Action could do this, however…
Having Unity display its HDR colour picker is a case of attaching the ColorUsage attribute to the colour variable, i.e.:
[ColorUsage (true, true)] public Color myColor;
IIRC, however, such attributes are ignored by Unity when fields are used in cu…
If you're using the Global variable, you don't need the Variables component attached to the object as it won't be read.
If the animation isn't always triggering, keep the Animator window open and check that the variable is changing at the right tim…
You can still have a GameObject be part of a Menu, if you use Unity UI.
However, if it's completely detached from the Menu system, you can use a custom script to get the variable token text:
string newText = AC.AdvGame.ConvertTokens ("[var:1]…
What's the exact behaviour that occurs - that the Menu fails to turn on, or turns on and then off immediately?
What are your AC/Unity versions, and what platform are you building to?
Is there a discernible difference between scenes that work vs th…
Thanks for the project - I've looked into it and uncovered what's been going on.
Essentially, it's to do with the fact that any assets referenced by an Addressable scene will be duplicated in memory by Unity. The ActionList: Set parameter Actions,…
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The Engine: Manage systems Action can be used to disable the Interaction system.
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By default, the default "Menu" button will display during gameplay because its Appear type is set to During Gameplay.
When a Menu is locked,…
The lack of Subtitles won't prevent the events from firing.
Place Debug.Log statements inside the event functions to confirm this - they should show regardless.
It requires scripting, but it's possible.
Is this a Global Variable? Essentially, you'd need to extract the variable data for each save file as the Load menu is populated, and then display that in a Text box associated with that save slot.
The Sa…