To keep track of any changes across scenes, you need to use Global variables - which can be accessed from any scene in the game.
You've got 5 jars, but start with 1 - the other 4 would be a similar process.
Create a Global Boolean variable named e…
This isn't an AC question, but having an object survive scene-changes is a case of attaching a script that marks it as DontDestroyOnLoad.
See the DontDestroy script at the bottom of this page on Unity's docs. Attaching that to the GameObject that …
OnInventorySelect_Alt is a separate event with its own parameters - see the link to it above.
private void OnEnable(){ EventManager.OnInventoryDeselect += OnInventoryDeselect; EventManager.OnInventorySelect_Alt += OnInventorySelect;}private v…
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GetItemSlot is the way to go about getting the slot that a given item is in.
To place an item in a specific slot, though, you'll first need to make sure that Items can be re-ordered in Menus? is checked in the Settings Manager, which allows…
Thanks.
This is because the parameter is of the type "Component Variable" - so the intValue represents the ID of the variable it's linked to.
To get the linked variable's value, replace:
constantID = actionListToAmend.GetParameter(const…
Welcome to the community, @takealltheadventures.
A password puzzle in your game can be done with the Input menu element - a tutorial on its usage can be found here.
Essentially, the steps involved would be to have the text entered here be send to …
Admittedly it's a little confusing, but a by-product of improvements to the inventory system from the older releases.
Esssentially, the InvItem class always refers to the original data - as set in the Inventory Manager. For runtime data, you'll ne…
v1.72 is three years old - it could well be a factor.
The best thing you can do is print the result to the Console to see what comparison it's making.
Underneath that same line, insert:
Debug.Log ("Compare '" + fieldValue + "' with…
The underlying issue occurs because AC is wanting to save data about those ActionLists, though I couldn't tell the reason from your description alone.
If you enable the AC Status box, it'll list any currently-running ActionLists. Do InGame_TurnOff…
It should be already - the Console should be printing the parameter's integer value. If it's showing the wrong value, then it could be that the value itself isn't being set properly.
How are you setting the parameter's value?
For anything beyond very basic styling, I'd recommend using Unity UI to render your Menu instead of the built-in "Adventure Creator" option.
You can enable this by setting the Source to Unity Ui Prefab, and then tweak its appearance by ed…
A GameCamera 2D with its "Horizontal movement" Lock field unchecked can be used to follow the Player sideways - see the NavCam in the 2D Demo's Park scene for an example.
You can prevent it from "lagging" behind the Player by ra…
Apologies for the trouble.
I've had a look and it does look like there's an issue when the game is not in a cutscene when the Variable is changed - is this the case for you?
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Looks like a case of a duplicated file - did you copy this before editing to create a new Action script? The file you've deleted looks to be the original, so you ought to find the second one and remove that instead - otherwise the error wil…
Ah, you're right - it was introduced in v1.73.2.
After backing up your project, import the latest release from the Package Manager to get the field. Just be mindful of the "Upgrade notes" sections in the Changelog for the versions since.
I'm not sure of the circumstances surround it, but it looks like the ActionList is being included in the save data.
As you're using Addressables to handle asset data, you need to make it an Addressable with a key that matches its filename, i.e. InG…
The UCC integration was recently updated - when did you last download it?
The workflow has changed slightly to accommodate the LookSource issue - you need to keep the UCC Player in the scene file, instead of having them be spawned in via the Settin…