Global?
If they're the exact same set, you can just duplicate the Variables Manager asset from one project and assign it in the other - no need to export/import the variables it contains.
Yes, should be. You'd need Can carry multiple? to be true, but if the Slot capacity property (maxCount) is 1, then you should be able to have multiple, unique, instances of the same item within the InvCollection, each with their own set of properti…
The per-Item size and offset values are linked with the Cursor texture. When the "active graphic" is used, it will refer to the "Inventory cursor size" and "Default click offset" values in the Cursor Manager.
For comp…
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Your Menu's Source is set to Unity Ui Prefab, which causes the rendering of the Menu to be handled by a UI Canvas prefab. This is assigned at the bottom of the Menu's properties. Your Menu has this assigned to "PauseUI", which is…
I'm not clear on your meaning. The option doesn't control the order of Objectives in the list, but the display of the clicked Objective in other elements.
Are you looking to re-order the listed Objectives?
If there's only a fixed number of potential values you'd set it to, you could extent your script with different public functions for each, i.e.:
public void SetTo24 (){ Application.targetFrameRate = 24;}
Then, attach to an empty GameObject, mak…
Inventory properties are saved/loaded at runtime - just not directly with InvInstance.invVars. The full data set is extracted as part of its GetSaveData function.
Your breakdown is a bit complicated for me to process, but I'd suggest starting smal…
It causes an Objective to be considered "selected" when the user clicks it. The selected Objective is then automatically shown in Label elements set to display "Selected Objective", avoiding the need to manually extract this dat…
Removing the EventSystem prefab will disable AC's Input System integration. With your Active Input Handling set to Both, you'll now be using the Input Manager for your input.
Mobile Joystick is currently only compatible with Input Manager, so you'…
It shouldn't cancel out the original ActionList - do both ActionLists affect the same object, i.e. the Player?
This alternatives adds a delay:
using UnityEngine;using AC;public class NPCDabResponse : MonoBehaviour{ public ActionListAsset dabRes…
You can either set inputInfluence to values that you manually keep track of, i.e.:
GetComponent<GameCameraThirdPerson>().inputInfluence = new Vector2(3f, 3f);
Or record the original values before affecting them:
Vector2 originalInputInfluen…
@ghost I completely missed this post. I apologise for the delayed reply. Welcome to the community!
Yes, a Property should do it. You can change its value by using a Global Boolean variable, and transferring its value over to it.
Create a new Bo…
It's a different workflow in Unity. You would need the sprites you wish to affect to have a custom shader that overlays the texture set in their Material.
This isn't an AC topic, but searching for "Unity 2D overlay shader" should yield r…
The event in the screenshot is referencing a prefab that has the script attached, and not referencing the script directly?
The Sticky Subtitles checkbox's visibility is set by the script each frame. Unchecking "Is visible?" won't have an…