The error will show if the piece has no Arranging Puzzle Manager associated with it. This is a component necessary in your scene / prefab that must reference the piece for the template to work.
I have updated the package to replace this error with …
You can use an Integer variable to keep track of the number of moves the Player has made, which increases each time.
There's a "Combination lock" example scene that uses this approach in the "Puzzle template: Simple examples" pa…
What is the error text, as it appears in the Console, and what are your AC/Unity versions?
Interesting approach. Though, what I'd suggest instead is to create a Camera: Switch Action in an ActionList asset that takes parameters for both the Camera…
Are there any other instances of the Engine: Control Timeline Action that could be playing it indavertently?
Try duplicating the GameObject that holds the Playable Director, deleting the original, and linking the copy to your Action. Does the issu…
Odd. What are your AC/Unity versions, and does the dialogue stop playing on start if you Mute the Speech Track?
Is it possible "Play On Awake" is checked in the Playable Director component?
Welcome to the community, @mapsandcaps.
You can prevent UI elements from being interactable by attaching a Canvas Group component to their parent.
This component's Interactable field can be controlled through animation. You will, however, need to…
Noted, thank you.
I will introduce ITranslatableReferencer in the next update. It'll be a simple one-function interface that you can implement in your Player script to inform AC of the link to the ITranslatable field:
public ITranslatable[] GetTr…
Welcome to the community, @games_lam.
When navigating "in-game" Menus - i.e. ones that don't pause the game or otherwise show outside of regular gameplay - you need to explicitly tell AC that it's possible to do so at runtime.
This can b…
Firing raycasts is viable in both 2D and 3D - but with 2D, you'll want to use Physics Material 2D assets - the 3D equivalent of PhysicMaterial (now correctly named Physics Material in Unity 6).
It doesn't involve AC component - just place a 2D Box …
Yes, the Action API was updated in v1.73 - details on the changes are covered here.
To port back, replace:
public override ActionCategory Category { get { return ActionCategory.Custom; }}public override string Title { get { return "Change sor…
How are the Player and the SO linked?
Custom ITranslatable implementations currently need to be a MonoBehaviour inside a scene, or an Action, for them to be automatically detected.
What you could do is have a separate ITranslatable script in the s…
Currently it'd be tricky, since Collected Document lists automatically limit themselves to the number of Documents held.
I will look to see if this can be made optional, so that the list is always of the "Max slots" length, similar to how…
Thanks for the details, and apologies for the trouble.
If you'd like to PM me your project .zip (you can omit the Library folder) I'll take a look. It's likely something very simple but hard to spot without seeing it for myself.
As your "Cur…
Good finding!
No, I'm afraid it's not a documented feature - in all honesty, it wasn't built with user-extension like this too much in mind. But with the reflection approach, it should be possible.
You can check out the built-in EventBase subclas…
I don't see any issue with the shared code, but given the context - is "time of day" data scene-independent? If so, it may be better to save it in Global Data - i.e. storing the Json output into a Global String variable.
A tutorial on th…
Yes - though it was more to check that it worked in a duplicate project more than anything.
What is the state of the backup project? Did you also add the define symbol to that, in order to get it to allow TMPro Text objects?
You can add this to the script - replacing StickySubtitles with the name of your element - to have it only show when subtitles are enabled.
void Update(){ PlayerMenus.GetElementWithName("Options", "StickySubtitles").IsVisible…