AC should update the IDs of duplicates as they get made - the only objects to watch out for are inside the UI Object - not the rest of the scene.
I can't tell the cause from these details alone, but I would recommend using Unity UI Prefab mode as a…
The ID of an Objective isn't typically something that gets conveyed to the Player - it doesn't need to be in order on a technical level.
Drag-and-drop re-ordering is available as an optional feature. You can enable it from the Adventure Creator se…
Use the Inventory Manager's Categories tab to create a new String category, for Items, named e.g. "Description".
You'll then have a Description box at the bottom of each Item's properties you can type some text into.
Next, create a Globa…
What's your Menu's "Appear type", and what's your InventoryBox element's "When slot is empty** property set to? It sounds like the opposite - that the script is kicking in too late.
Is the UI in the scene, or a prefab?
Do you get any related messages in the Console, and - though there shouldn't be - are there any objects in the UI's Hierarchy that share the same Constant ID value?
The script above wouldn't affect the Description's visibility. You're saying that this last change caused it to go?
At this point, I would need to see the setup for myself to determine what's going on. If you can PM me your project (sans Library …
Input System is another layer of complexity - I would recommend leaving things as they are with Input Manager for the time being.
The issue with your Hotspot is that it has no Interactions defined - thus nothing to do when clicked.
A series of tut…
Were any of the scripts you modified related to the Action system?
The favourite Action code mainly consists of the FavouriteActionData class, and the various "Favourite" functions in the ActionsManager script. If you're using backups / …
A GameCamera2D will set its own position each frame - you won't be able to separately move it through Timeline.
Remove the GameCamera2D component, and attach AC's "Basic Camera" component (in the "Add Component" menu, choose &qu…
if blocks can go in a script's "using" section as well, so you can have something like this:
using UnityEngine;using System;#if STEAMWORKSusing Steamworks;#endif
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Likely a separate issue. Best start with a new thread and full det…
This may be a Unity Animator issue - I don't see anything that relates to AC.
Does this occur if you copy the sprite child, move it out of the prefab so that it is its own object, and apply the same Animator parameter values?
Thank you for your continued patience.
Let's try this:
using UnityEngine;using AC;public class ForceSelectObjective : MonoBehaviour{ void OnEnable() { if (KickStarter.runtimeObjectives == null || KickStarter.runtimeObjectives.Selected…
Sorry to ask the obvious, but btnSlot3 definitely has the component set up in the same way, and is linked to the Menu Manager? That neither of the logs show up for it in the Console suggests the event itself is not being fired at all.
AC itself relies on polling so that it both retains compatibility with Input Manager, as well as control over the priority of inputs.
That isn't necessary for custom inputs, however. You can bypass AC's input functions (e.g. InputGetButton) in fav…
The "Active Input handling" option is a Unity project-wide property. It can be found in the Player section of Unity's Project settings window.
AC's "Input System" template will only be enabled if the Input System package is pre…
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You'll get warnings but it's not technically required in that AC will continue without it.
The "Default Camera" field is linked to your "Default PlayerStart", but you can still use the Camera: Swtich Action in your OnSta…