The save-game data should be associated with your PC - fresh users installing on other machines shouldn't be accessing your save-game or profile data. Are you installing onto a separate machine to the one you're developing on?
You can check Unity'…
You'll need to create a Global Bool variable, link it to Options Data, and then enter its name into the component's Inspector. By default, this is named DoPostProcessing - have you added and assigned this?
You can use the SetOutputs function to set the output sockets of an Action to either run another Action in the chain, or another Cutscene.
You'd first just need to set the numSockets variable to match the Conversation, i.e.:
actionConversation…
In Menu.cs, and in your code above, transitionProgress is used as to set the "normalized time" parameter in Unity's Animator.Play function.
For a smooth transition, this value would have to be updated over time from 0 -> 1 and in rever…
Welcome to the community, @Edmango.
The variables returned by GlobalVariables.GetAllVars are a copy of the original set in the Variables Manager - they won't exist in Edit mode, but neither will be referencing those listed at runtime.
To read the …
Sorry, that's my fault. I started writing the code as a custom Action, but switched to a MonoBehaviour without updating the class type.
I've corrected the script above - give it another try. When using the Action, you'll first need to click "…
Welcome to the community, @toborrm.
As this is a visual problem, any screenshots you can share would help clarify the situation.
Sounds like a two-pronged issue - the "bookmark" icon and the "open inventory" bar are separate pr…
Welcome to the community, @DaneDotNet.
It looks like your project is using Unity's Universal Render Pipeline - is that right?
The background image effect works by overlaying the BackgroundCamera (which renders the image) underneath the MainCamera.…
(Quote)
One thing to bear in mind when updating AC is the "Upgrade notes" sections of the Changelog file. This lists any changes made to a release that may affect the way your game behaves, i.e. changed settings etc. If you haven't seen …
Are you using unmodified or modified versions of the default UI prefabs, or completely new ones? The default UI interface should display Menus in the correct order.
If necessary, they can be recreated by using the New Game Wizard to generate a new…
(Quote)
A GameCamera requires a Constant ID component to be attached if you want its active-state to be restored when loading a save-game file. This isn't automatic - you'll either have to attach this manually, or use the Settings Manager's "A…
I'm not clear if you're referring to the creation of a Conversation within the Conversation Inspector - or the setting up of custom GameObjects used by an existing Conversation. Please elaborate with details on exactly what you need.
The removal of "class" is a typo! Thanks for pointing it out - I'll amend it.
Here's a custom Action, ActionTransferDirection.cs, that can be used to pass the direction integer to a Global Integer variable:
using UnityEngine;#if UNITY_E…
Actions do not have Start functions - but instead have Run functions. See this tutorial for a guide to writing custom Actions.
However, you may not necessarily need one here. The best way to deal with graphic options is to store the value in a Gl…
Welcome to the community, @The_Miuuri.
I'll need a few more details to better understand your situation.
Are the UI elements you refer to part of AC's Menu system, and is the scene itself an "AC" scene, i.e. one that's been set up using …
As this is a visual issue, any screenshots you can share will help clarify the problem. What are your AC and Unity versions?
Are you using Unity UI for all Menus, or are you mixing them with the "Adventure Creator" Source option? AC men…
Welcome to the community, @Roysinatra.
AC's 2D sorting is intended more for the "head on" perspective, where sorting between two sprites is essentially determined by their relative position along the Y-axis.
Sorting sprites in an isometr…