Welcome to the community, @ddstarderg.
Good spot on the cause, thanks for the digging.
Rather than swapping those around, however, try simply adding return; to the end of the EndCutscene-check block, i.e. just after ResetClick ();
Welcome to the community, @crosiles.
Properties aren't available for Objectives - they're for Items only, I'm afraid.
It is possible to store additional data in a custom script, however, that references your Objectives by ID number. Something lik…
actionList.actionListType = ActionListType.PauseGameplay;
If the Player doesn't move when the ActionPause is added, though, then it'll be down to something else.
Do any Console warnings appear, and does the Player's "blue movement line" …
The effect of it will always be instant, but yes - you can shift a Journal element through script:
var journalToShift = PlayerMenus.GetElementWithName("MyMenu", "MyJournal") as MenuJournal;journalToShift.Shift (AC_ShiftInventory…
This might be OK - but AC will call this function itself via its own event hook. You would need to ensure your script has a larger DefaultExecutionOrder.
Rather than iterating over all elements/objects, however, it's easier to just affect a Canvas…
Define an input named "ToggleCursor" to switch between your cursor's locked state during gameplay.
A full list of available inputs can be found in the "Available inputs" panel of the Settings Manager, as well as the Manual's &qu…
Try this instead:
using UnityEngine;using AC;public class ShowNearbyHotspots : MonoBehaviour{ public DetectHotspots detectHotspots; void Update() { var nearbyHotspots = detectHotspots.GetAllDetectedHotspots(); foreach (var ho…
You can use a simple custom script to alter the "Input Method" based on the Platform:
using UnityEngine;using AC;public class DynamicInputMethod : MonoBehaviour{ void Awake() {#if UNITY_ANDROID || UNITY_IOS KickStarter.settin…