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ChrisIceBox

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ChrisIceBox
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  • In AC terms, narration refers to any speech line that is not attached to a character. This'll include instances of the Dialogue: Play speech Action that have Player line? checked, but no Player is assigned - i.e. in your Settings Manager or present…
  • When the "Game Saved!" panel appears, try calling: PlayerMenus.GetElementWithName ("Save", "SavesList").isClickable = false; (Replacing the strings with the names of your Save menu / SavesList element respectively). …
  • "Use Icon" will cause it to refer to the icon mapped to the first "Use interaction" defined in each Hotspot's Inspector. What would be the "rule" that determines what icon/size shows for a given Hotspot? Would each Ho…
  • Try adding the following underneath the "clickedInstance.Select ();" line: PlayerMenus.ResetInventoryBoxes ();
  • The "Persistent" scene is part of the original Unity-made demo game, and is used to handle logic that persists throughout the game. AC has its own equivalents of its SceneController, BackgroundMusic, EventSystem etc object/components - th…
  • Do you have Items can be re-ordered in Menus? checked? Items are added in empty slots first, if they appear before existing instances of the same item type.
  • The TintMap only controls how sprites that follow it appear - it's own appearance is unaffected by AC, and is based on the shader assigned to its material. Try creating a new Material that uses the Unlit/Texture shader and assign it in the Mesh Ren…
  • This'd be a case of using a custom script that: 1) Disables the interaction system so that default clicks/taps don't register 2) Manually runs the Hotspot interaction when the touch/click is released Try this: using UnityEngine;using AC;public cl…
  • The TintMap only controls how sprites that follow it appear - it's own appearance is unaffected by AC, and is based on the shader assigned to its material. Try creating a new Material that uses the Unlit/Texture shader and assign it in the Mesh Ren…
  • The TintMap only controls how sprites that follow it appear - it's own appearance is unaffected by AC, and is based on the shader assigned to its material. Try creating a new Material that uses the Unlit/Texture shader and assign it in the Mesh Ren…
  • Welcome to the community, @RogueFan012A. Is this before making any changes to the default interface? If you opted to work with Unity UI in the New Game Wizard, then Inventory items should be showing up otherwise. The default UI works by spawning …
  • Welcome to the community, @Viro. When an item is selected, the default behaviour when clicking another item is to attempt to combine the two, and then deselect the original item. You've prevented the cursor from changing to show the selected item,…
  • (Quote) You Save element maps the "Save slot index" parameter to the clicked slot ID - not the index. See the "(= Save ID#)" label beside it. (Quote) I'll need more details about when this occurs exactly. Is it only after savi…
  • If in step 2) you were saving to a new slot, not the same as in step 1), then that would be the expected behaviour. A Player's pathfinding state is stored in save-game data. If you're overwriting the save file from step 1) with step 2), then none …
  • To be clear: by 2D, I'm referring to the Collider components involved. Interactions are based on Collider raycasting, and so a 2D scene works with 2D Colliders, while 3D works with 3D Colliders. Regardless of which type are used, objects themselve…
  • Welcome to the community, @BreynartStudios. You can prevent the default right-click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager, and then bringing back the left-click behaviour by defining an input named…
  • Best to manipulate the Player's root position directly. If it's a straight line, then you can just use a simple script to move the Player's Transform position by some amount if they're idle. If they're pathfinding, you can compare their current po…
  • The item-arranging package is in 2D - you'll need your game to be in 2D at the time that it is run. The "game-wide" setting for this is the Camera perspective field in the Settings Manager. If you turn off 1st-person movement, set this f…
  • The Player's pathfinding state is included in save-game data. We'll need to determine if this is a case of the Player being saved as moving inside the save-file, or the Player being commanded to move after loading one. Are you using Point And Clic…
  • To simply have a custom character controller/prefab be recognised as the AC Player, attach a Player component and set the "Motion control" field to "Manual". Where it gets complicated, however, is allowing AC to take control ove…
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