I wouldn't expect a save to become "corrupted", but I'm not 100% clear on the specific change you're referring to.
By "updating an interaction that toggles a Hotspot", do you mean the Interaction previously did not affect the Ho…
There's too much unpredictability in doing so - it wouldn't be possible to ensure/guarantee that the game would be restored to its exact state.
Commenting out the code above only allows use of the Save: Save or load Action during cutscenes - not th…
(Quote)
I have updated the package once more with a slight tweak that should allow for a custom Action to play flows, with a "Wait until finish?" option.
Once you've imported the updated package, you can use the script below as a custom A…
You can set the Display Hotspot icons field to Only When Flashing to have icons only show when FlashHotspots is invoked.
If you're invoking FlashHotspots through script, you may need to use this variant however, as this only Flashes Hotspots while …
The script doesn't need to be attached to any specific object, but does need the ActionList whose current state you wish to save assigned in its Inspector.
It doesn't allow for saving during cutscenes, however. That's still a separate issue and on…
I suspect it's a case of AC getting confused about your intent with the way you've set things up.
I'm not 100% clear on your situation, but try putting the Player: Switch Action into the OnStart cutscene itself - don't have a separate OnAfterChange…
When using Input System, inputs aren't defined in the Input Manager. Instead, they're defined in your project's Input Actions asset.
As part of AC's Input System integration template, such an asset - named Controls - will be generated in your game…
When using Input System, inputs aren't defined in the Input Manager. Instead, they're defined in your project's Input Actions asset.
As part of AC's Input System integration template, such an asset - named Controls - will be generated in your game…
(Quote)
You can't use the Object: Call event Action to reference an in-scene object from an ActionList asset. Object: Send message can be used in this way - the disk icon just indicates the link.
(Quote)
The error suggests there's no associated sp…
If you want a reaction for a specific Hotspot / Inventory item combination, you're best of using a regular Inventory interaction, rather than an unhandled one.
You can use a custom script, attached to the Hotspot, to temporarily disable the Active …
Yes, indeed.
Certainly auto-saving at pre-determined points would be the easier of the two. It's worth bearing in mind that AC does have ways of running logic upon loading - whether it be through the scene's "OnLoad" cutscene, or via the…
That may be a case of the cursor itself still being over the Hotspot at the time the dialogue ends. In touch-screen mode, the cursor only moves when you tap the screen.
We could try moving the cursor to e.g. the corner of the screen when you enter…
Ultimately it sounds like a case of Unity UI not updating immediately with changes made to the components set through script.
It may be that a call to ForceUpdateCanvases in the correct place in your script is enough.
I'd need to know more specific details about the process. Do you have the "Player switching" setting enabled, or are you manually adding/removing Player objects?
When using Player-switching, AC will switch to the newly-assigned Player's …
The icon only displays during gameplay - it hides during the interaction because gameplay is blocked during this time.
You can try setting the Interaction's When running property to Run In Background, but it might be that your custom icon script ne…
Through script, it is possible to save at any time - using:
SaveSystem.SaveGame (0, saveID, true);
Where saveID is the ID number of the save file to record.
However, the restriction during cutscenes when using AC's provided Menus / Actions is wit…