Action scripts don't derive from Unity's MonoBehaviour - Start and Update won't be called automatically in the same way. An Action is only run when called in an ActionList, and the code that affects the scene should be placed in the Run function:
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Recreated, thanks for the details.
It's a tricky issue, however. The "safest" way to allow for this is to make use of a loading screen - even a blank screen - so that the game has a chance to unload the original scene before loading the …
Welcome to the community, @Invertex.
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Are you making use of loading screens, and what are your AC/Unity version numbers?
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Is this in the case that you load a save from the same scene that it will load, or is a different scene being l…
What were the results of enabling the AC Status box, and adding the "ActionList: Comment" Action, that I described here?
I will also need to see your Settings Manager, and the Interaction ActionList.
Does it work if you check "Cutsc…
QTEs are only involved if the button-prompt is timed. If there's no penalty for taking too long to press F, it's just a regular Hotspot interaction.
Setting your "Interaction method" to "Context Sensitive" gives a one-button in…
Welcome to the community, @Claudio.
What is the exact issue - that the Player doesn't move to the Hotspot, or that the ActionList fails to run? Also, what are your AC and Unity versions?
To help debug, you can add ActionList: Comment Actions to y…
This would be a 2-part problem - the first being the menu, the second being the syncing of the book objects with the menu.
The second would involve a simple script to move object positions according to the state of a menu, but you'd need to sort th…
It'd be a case of linking the parameter - through script - to a Global Float Variable via Options Data, so that it can then be controlled through a Slider element.
The process of linking custom options data to variables is covered in this tutorial.…
How large are we talking? Roughly how many ActionLists and GameObjects are you dealing with in a given scene?
The same operation can be done on a per-ActionList basis by choosing Action data -> Backup in the ActionList component's cog menu to t…
The AC side of things looks correct. Keep the Animator window open at runtime to view the "live" state of it, and see if the Blend Tree is being correctly updated by the parameter values.
If they are, then it does sound like a blending i…
Place on a GameObject, and use the Object: Call event Action to call the component's functions:
using UnityEngine;using AC;public class SetPlayerFrameFlipping : MonoBehaviour{ public void SetToNone () { KickStarter.player.frameFlipping…
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As in, Unity's script compiling? Please be clear - share as much info/screenshots as you can. The autosaving may be a red-herring - it won't cause any scripts to recompile.
Does it occur each time ActionLists autosave, or only when a spec…
I would imagine there may be security concerns about being able to print text that cannot be accessed by the user directly, but the topic of printing itself is not AC-related.
I would recommend looking for advice on Unity's forums. If you find a w…
I'm having trouble recreating this - can you share the exact steps necessary to see the original issue? I can't make a suggested code change without seeing the original problem that it addresses.
Is this a case of the return value being "1&qu…
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Only the MainCamera is used for rendering. All other camera types, NavCams included, act as reference points for the MainCamera, which will adopt a camera's position, rotation etc when "switched to" using Actions.
See the Manual'…
How are you determining the cause - does the Console report the save just before Unity freezes, or are you checking Unity's Editor log afterwards?
If necessary, the auto-saving feature can be disabled via AC's entry in the Project Settings - a valu…