Sounds about right.
Indeed, the order in which save components are loaded will affect the outcome if you have the same property affected by more than one component. I suspect this order may even vary, but that's getting into the inner workings of …
Yes, you need to attach the Constant ID component. This component's ID value will be recorded in save-games when the camera is active at the point of saving.
See the Manual's "Saving scene objects" for more on this topic.
It's possible, yes. As you'll need to deal with the exact instance of the item you want to affect, though - i.e. not the original item itself - it will need to be done through script:
InvInstance iceCreamInstance = KickStarter.runtimeInventory.Pla…
Inside the Ammo container Item's "Use" Interaction, you can attach the Inventory: Add or remove Action to spawn 3 shell items in your Inventory. Check Set amount and then Increase count by to 3.
To make sure that each of the shells have …
If you rely on a Component variable, you can make use of AC's "Link Variable To Animator" component to sync its value with an Animator's integer parameter.
If you're just dealing with a one-way link from a Global Variable to a parameter, …
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That's handled by the "Prefix cursor labels?" option, which is checked.
I can't recreate such an issue, however. Does it occur if you revert to the original WalkingDead Menu Manager?
If not already, make sure that your Hotspot m…
As this is more to do with design than AC itself, I'm moving this to "Adventure talk".
Good question, though. Personally I prefer "chunkier" Hotspots that have a wider border around them than one that just covers the sprites.
I'm not clear on which option you're looking for - the "Hotspot cursor" panel only has two fields and both are showing.
Can you share your full Settings and Cursor Managers?
In your example, could you elaborate on the relationship between the number of shells and the number of times you can combine them with the Shotgun? I'm not clear on the exact usage here.
You can typically either rely on a Variable to keep track o…
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Recreated. Replace:
dropdown.onValueChanged = null;
with:
dropdown.onValueChanged = new Dropdown.DropdownEvent ();
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I've updated the template to allow for auto-scrolling of the Dropdown.
Your runtimeAnimators variable need not be public - this will cause it to become serialized, whereas it should only be set at the point the Action is run.
Privatize runtimeAnimator, delete runetimeAnimatorLenght, and replace your AssignValues funct…
It's my understanding that Gaia is used for terrain generation - is it adding anything else to the scene beside a terrain mesh?
For context, can you share images of your Settings Manager, as well as your Player / camera? Also, is the Console windo…
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As in, move diagonally?
You can limit direct movement to the four main directions with the Movement limitation field in the Settings Manager.
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To limit the Player's movement in 2D, you will need to use 2D Colliders to block their pa…