Thanks for the details. Is the scene you're using added to Unity's Build Settings?
The only potential issue I'm seeing is that you have a Remember Moveable component attached to the Player. This'll conflict with the Player component, which saves/…
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Sorry, but I must be clear. Was there an issue before the addition of MyActionList, which is solved by the line change I just suggested?
If not, it suggests that the issue is to do with the MyActionList variable not being set in the compon…
You can replace that line with:
if (containers != null && containers.Contains (container))
Does the issue persist having commented out the new code? As it is now, it should be as it was before you made any changes - which I'm presuming ha…
Welcome to the community, @enestos.
Check the Console window to see if any related messages are appearing at this time.
What are your AC/Unity versions, and does this issue occur if you temporarily rely on the 3D Demo game's Player character, Tin …
It's a case of rewriting the custom script to suit your game's specific needs. To get that behaviour, try replacing the code block of lines 22-37 with:
int numItems = KickStarter.runtimeInventory.PlayerInvCollection.GetCount (includeMultipleItemsI…
We'll need to do some testing. If you open up AC's ActionVarCheck script and replace line 279:
compareValue = _compareVar.TextValue;
with:
compareValue = _compareVar.GetValue (Options.GetLanguage ());
Does that allow for the comparison?
Indeed, thanks. The Inspector I'm looking for, though, is that of the component in the scene - not the script asset file itself.
The line numbers also don't seem to quite match - can you confirm what's on line 39 of the script?
Sorry, yes - to go back to your original question: a disable GameObject won't be "visible" to the save system.
This only applies to Remember objects themselves, however - a custom Remember component on a separate, enabled, GameObject coul…
I've done some digging, and I'm not 100% sure this'd cover all situations. The SerializeObject function won't necessarily handle all string conversions - variables, for example, are converted to strings beforehand.
An alternative option would be t…
Welcome to the community, @thegamesheplays.
AC doesn't get involved with lighting/rendering - Unity is still in control of the way scenes are lit.
This behaviour typically occurs when your scene lightmaps are set to be generated automatically - as…
Apologies for the trouble. I'm still not able to recreate the problem on my end, though - on Windows 10 nor OSX.
I can, at least, make the behaviour configurable in AC's Editor preferences. For now, you can disable the feature completely by openi…
You can do this with animation and parameter/variable syncing.
First, create animations for each configuration three bulbs can make. You'd want all three bulbs to be affected by a single animation - e.g. an animation named "3" turns off …
To clarify about Remember Visibility - this component isn't recording whether the GameObject itself is enabled. Instead, it's just looking at the enabled state of the Renderer component - which the Object: Visibility Action will affect, without aff…
Create a new C# file named e.g. OffsetHotspotMenu, and place the code above inside the body of it (i.e. replace the default Start and Update functions with it). You can then place in the scene by attaching the new Offset Hotspot Menu component to a…
Thanks for the report - indeed, it looks related to the order in which they're turned on.
This is only the case, however, when their Sort Order values are the same - which they currently after, by default.
I shall look into updating the provided d…
The Engine: Change Timescale Action can be used to modify Unity's Time.timeScale value.
If you create a pair of Active Inputs - one to respond "on button down", the other "on button up" - you can use this Action to slow things d…
Welcome to the community, @Ronginald.
This is possible with a custom Action by iterating through the ActionListManager's record of active ActionLists, and comparing it with the one that the Action is from.
This should do it:
namespace AC{ [Sys…