The code is for the latest release, which made changes to AC's Recipe system. If and when you update your AC package, you'll need to revert to the original code.
Thanks for the details - recreated, I'll look into a fix.
A workaround in the meantime would be to copy Actions into an ActionList asset - either by converting the scene ActionList itself into an asset (via the Inspector's cog menu), or by having t…
If you want to delay the resulting item from showing, uncheck Result is automatic? in the Crafting Output element, and use a script to set the output after a delay by hooking into the OnInventoryAdd/Remove custom events.
This timer can optionally b…
You'd set the parameter manually to the ingredient item that the recipe creates. Though, in pratice this would refer to the first-found instance of that item in your Inventory. If you have multiple instances of the item and want to refer to the sp…
I can't recreate the specific error message, but scene-based Actions cannot exist in prefabs. If you want to share Actions between scenes, use an ActionList asset file instead.
You can still prefab the Trigger, but set its Actions source field to …
Not currently, but I will consider it.
This can be achieved with a simple script attached to the NPC, however:
using UnityEngine;using AC;public class ApproachPlayer : MonoBehaviour{ public NPC npc; public float minSqrDistance = 1f; void …
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The graphics/animation don't necessarily need to be an immediate child of the root. They can be themselves children of the "Sprite child" assigned in the character's root.
Try a Hierarchy of the form:
* Character* Sprite child (…
No, but it's a good suggestion - I'll look into this as an option.
In the meantime, you can set your "ActionList on create" asset to a single ActionList: Run Action that runs a separate asset - which does have an Inventory item parameter …
A couple of prerequisites:
* You'll need to rely on Unity UI for your Menu's display, as this gives more control over customisation
* Open up AC's MenuSavesList script and add the following function. I'll make the same addition to the next release…
The "Walk Along Path" feature doesn't involve pathfinding - the point array is gotten from the Path's nodes, rather than calculated at runtime.
How are you moving the character? Does the AI Destination setter control movement, with AC's …
2D Light properties can be animated as normal using Unity's Animator system, and then controlled with AC using the Object: Animate Action.
The state of an Animator can be stored in save-game files by attaching the Remember Animator component.
Two updates in quick succession, due to an issue with the first:
Version 1.75.7:
Upgrade notes:
* The RuntimeInventory script's CraftingInvCollection has been replaced with the CraftingInvCollection[] array
* The RuntimeInventory script's Calcula…
The ExtractSaveFileVariables function can be used to return a List of Global variables associated with a given save file. This can then be iterated through to find the intended variables, and either used to update the Save File's display label or a…
What is the error message in full (stacktrace included), and are you using this Action inside an asset file or a scene-based ActionList such as a Cutscene?
This may be a red herring, but make sure your types are consistent:
m_Object = (GameObject)…
It's possible. If you set the InventoryBox element's Display type property to Text Only, and make sure that each slot's linked Button has a Text component (either on itself or its child), then AC will automatically set the Text values to the Label …
What options a game requires will vary between projects, so customisation is necessary.
A tutorial on creating a custom resolution option can be found here.
Other custom options would follow the same workflow, i.e.:
* Create a Variable that store…
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Where possible, ActionList assets will reference scene objects via the Constant ID system. The Object: Call event Action is the exception, since object references are recorded by the Unity event, and not the Action.