Thanks for clarifying.
Is the ActionList that contains the Action the same as the one whose parameters you wish to affect? You can set actionListToAmend automatically, if so.
The "parameterID < 0" checks can also be removed - this is…
Did you delete your asset folder by mistake?
The Meta file is necessary, but not the asset itself - you'd need to restore the folder asset itself as well. Unity should move both to the Recycle bin, but AC won't be strictly involved here.
So far a…
An Action's Run function will be called before CheckCondition - you can assign the intended default value inside it.
This function can also be simplified because it doesn't need to run over multiple frames:
public override float Run(){ grabbedN…
Welcome to the community, @Lynx.
The top of the Speech Manager has a Speech scroll audio is field. When set to Speech, scrolling audio will be played from the character's Speech AudioSource, if assigned in their Inspector.
You can enable panning …
When using Software cursor rendering, you can define a default click offset for Inventory items in the Cursor Manager. Items will be offset by this amount when used as cursor graphics.
If you use Unity UI for rendering, you can use animation param…
Is this to say this was working in builds before the update?
We'll need to see if it's a case of the Action not running, or the Action running but not having an effect.
Above the Action in your screenshot, try adding a Dialogue: Play speech Action…
If a Player is present in the scene file, it willl override the prefab assigned in the Settings Manager.
Just create a new empty GameObject and attach AC's Player component - that will revent the real one from appearing.
Through script, you can check if a Hotspot is currently selected with:
if (KickStarter.playerInteraction.GetActiveHotspot ())
It may be a case of adjusting the wiki script to suit your needs. Try replacing:
if (KickStarter.stateHandler.gameState…
Sounds like it's less a direct integration between the two, and more a case of making sure the two can work alongside one another.
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You can ignore the warnings from AC on that one. While AC prefers to spawn in a prefab, you're welcome to us…
You can copy a non-string variable into a string variable, but not the reverse.
The code change above works for me, however. In the Variable: Check Action, are you setting the first variable to the String, and the second to the PopUp?
Could you explain - in simple but precise terms - what you're looking to achieve? I'm not 100% clear from the code, but if you can detail the exact intended behaviour, I can see about rewriting it.
FWIW, AC's v1.77.2 update will include a "La…
Are you referring to the tagging of ActionLists that get gathered in the Speech Manager, or speech tags inserted into dialogue text? Please share screenshots showing the issue.
When two assets overlap in feature-sets, integrations are difficult to provide as the exact needs will vary from project to project.
I'll need some details on your intended workflow. If you're looking to disregard AC's Inventory system in favour o…
Sounds like a great fit for the community wiki - it can't host files, but a page can have a link to a .unitypackage file hosted on a file-sharing site.
I'm not sure I'm able to recreate the issue - and the script shouldn't affect the behviour of the Container either. However, give this tweaked script a try:
using UnityEngine;using AC;public class LimitItemsFromContainer : MonoBehaviour{ public…
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This should be just a case of replacing occurences of .SelectedInstance with .LastSelectedInstance - does this give you the intended behaviour?
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Variables exposed in the ShowGUI function need to be public, so that they can be seriali…
This can be done by modifying the appearance of the Menu at the same time you give the player an item. There're a couple of ways you could do this:
* Create a second Button - with the different graphic - in the same place, make it invisible, and t…
"AC" menus - i.e. those with their Source property set to Adventure Creator - don't exist as GameObjects in the scene on a specific layer. This mode uses Unity's ImGUI system, which is drawn on the screen after all else.
To control the l…
Unity does provide a separate "on prepared" event hook that I can look into the Action using instead, but ultimately this looks like an issue with Unity itself.