Is it always the same item type that would disappear upon the Player leaving the scene?
You should be able to prevent AC saving the Scene Item's presence with a custom script, attached to the prefab, that disables the Remember Scene Item component …
What field specifically are you referring to? The "Double-clicking" option?
This will only take effect if your Hotspot uses a single-click interface. What are your settings such that you have Exit, Use and Examine interactions on the sa…
Yes, that's right - it's a different way of working to the regular "Sprites Unity" animation engine.
I believe the logic behind it is that different directions may have different skeletons / bone setup, as body parts are displayed/arrange…
Either that, or store it in a Global Variable that's used to load the save by ID directly.
Before that, though, check that the returned value is correct.
@TaleHammer Let's move this to a new thread, given the number of images.
You're saying errors don't appear immediately, but after some time in the Editor? I don't see any mention of AC in the Console images.
Did you update Unity at the same time,…
Yes, there were changes made to this aspect - though I cannot reproduce the issue.
What's your exact setup? Are you running this from an ActionList asset, or a Cutscene, and is the Conversation in the scene file?
The Console message relates to li…
You can switch your Options file handled to OptionsFileHandler_SystemFile to have Options data be placed in files in the same way as save-games:
SaveSystem.OptionsFileFormatHandler = new OptionsFileHandler_SystemFile ();
Otherwise, a custom script…
I cannot reproduce the issue. Are you skipping before or after the switch occurs naturally?
What are your AC/Unity versions, and can you provide steps to recreate from scratch? For testing, the New Game Wizard can be used to create a default 3D S…
I'm not 100% sure of your meaning. Can such items be taken by an NPC at any time once on the ground, or e.g. immediately after being dropped? How are such items determined if they can be taken by someone else?
If you want items to be "detect…
What are you referring to with "dialogs are displayed"? "During Cutscene" mode shouldn't show while a Conversation is active - but it will show for the responses if they're from a gameplay-blocking ActionList.
Setting it to Man…
This function will call your script's OnInventoryAdd function, affecting the journal only:
public int journalItemID = 10;public void PopJournal(){ var invInstance = KickStarter.runtimeInventory.PlayerInvCollection.GetFirstInstance(journalItemID)…
Apologies for the hassle, but glad they're working now.
The UI folder holds the prefabs for the default interface. CutsceneBorders, GraphicOptions and Title are all from additional Templates, and their prefabs are in separate subfolders alongside …
I'm sorry, I cannot recreate such behaviour at all.
In a backup / duplicate project, try the latest release.
Are there any other factors, such as custom scripts, at play that may affect behaviour?
Yes, it's the Link graphics to field that should handle this.
When set to Image Component, it'll link texture-assignment to the first-found Image component in the Button's Hierarchy. A child Image component will be used only if no Image component …
Does this scene have an Event System present in the scene file itself? If so, remove it. The Input System integration works by spawning in the custom Event System prefab assigned at the top of the Menu Manager - but it won't be able to if one is a…