I'd be glad to update the Readme with more details, and improve the package with fixes, but I will need to know more about the issues you're facing.
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Are you referring to pausing the game mid-speech, and in what way do things become out of s…
I can't see parameters in the screenshot - did you repost the last image by accident?
The neatest way I can see the system being handled is through a script that is used for each "mini" location in your scene. This script would store the…
My post above doesn't involve separate scenes, but separate Cutscenes (or ActionList). Each NPC is present in the same scene, but their dialogue is placed in a separate list.
Yes, you'd need to first determine what Recipe the currently-laid ingredients would produce, and then check for a specific item's presence.
Code snippet:
MenuCrafting crafting = PlayerMenus.GetElementWithName ("Crafting", "Crafting&…
Welcome to the community, @Ares_s0ul.
AC has a Variable: Check random number Action that can be used to run different Actions randomly each time it is run, but if you want it to remember previous choices you're better off using a custom script inst…
This isn't specific to AC, Unity doesn't support gifs - for animated backgrounds, you either have to use an animated sprite, or import it as a movie clip asset.
The easiest way to convert it into an animated sprite is to use an online tool to creat…
The error message is coming from Unity's Standalone Input Module, via the EventSystem GameObject.
If there is no EventSystem in your scene, then AC will automatically generate one. You can override this, however, at the top of the Menu Manager.
C…
Are the Actions involved here typical of a background-change? If so, all the Actions here (including those in the cutscene) can be parameterised, allowing for a single ActionList that is called for any background-change.
Unless you're keeping trac…
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That's your Unity version - the AC version can be found at the bottom of the AC Game Editor window.
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Is that to say the OnStart cutscene is working after all?
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If you've a separate Cutscene for each instance of the menu, you'd be best off handling the logic entirely through a script you can attach to each menu.
AC variables and components can all be accessed through script - see the Scripting Guid…
The keyboardControlWhenPaused etc variables?
You can incorporate those into the above functions, i.e.:
public void SetToKeyboard (){ KickStarter.settingsManager.inputMethod = InputMethod.KeyboardOrController; AC.KickStarter.menuManager.keybo…
Are you looking to run an ActionList continually (on a loop) while the Pause menu is on, or just as the Menu is turned on, and what Actions are you lookint to run?
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No, but it's not typically necessary, since a scrollbar's functionality is buit-in to Unity and not something AC needs to modify.
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Elements do not have a concept of children. If you want to disable a hierarchy of GameObjects, use th…
No, only elements linked via the Menu Manager.
To control the enabled-state of non-linked elements, you can either use the Object: Call event Action, or control their state using animation and the Object: Animate Action.
You can switch your game's Input method - along with any Manager field - dynamically through scripting. It's important to first learn which fields need changing.
To change a Manager field value through scripting, right-click the field's label to c…
To be clear: you have 300 MoveDirection menus in AC's Menu Manager, each one linked to a separate background?
If a Menu's Source property is set to Unity Ui Prefab, then it's intended to be accessed globally within the game, and so must survive sce…
Manager field values can be changed through scripting at runtime, but it's first necessary to know which values you want changed.
You can uncheck the various Directly-navigate menus options at the top of the Menu Manager to allow for cursor-control…
I can't say for sure without seeing it for myself, but it may be related to the relative ordering in the Menu Manager's Menu stack.
If two directly-controllable Menus are open at the same time, the one below the other in the stack will be given pri…