By default, save-game files are stored in Application.persistentDataPath - a Unity property that changes based on platform.
Details of where each platform stores this can be found here:
https://docs.unity3d.com/6000.1/Documentation/ScriptReference…
The Button itself would need to run an ActionList asset, but that asset can contain a single ActionList: Run Action that runs a cutscene within the currently-open scene.
When asset-based Actions reference a scene object, they'll do so via Constant …
Have a look at the "UI template: Chat log" package - also on the Downloads page. It can be customised further via Inspectors or custom scripting, but it sounds similar to what you're describing.
I'm afraid the behaviour is built-in to Untiy itself.
However, be aware that if your variable name includes a forward slash (/), then this will be used to place them in "sub-folders" in such menus.
Eg:
* Act 1/Variable A
* Act 1/Variabl…
That would be one way to do it, yes.
Is the mustache its own sprite, or is each frame of the character a single sprite?
If your character relies on Sprites Unity for their animation, you can also add an alternative set of standard animations (e.g.…
Thanks.
AC will control the camera's position from the settings in its Inspector. Rather than setting its position using the Scene Window's gizmo, adjust the Offset values in its Inspector while in Play mode until they are correct. Then, copy the…
If you'd like to share screenshots of your existing camera and issue, I'll see if I can spot the problem.
However, you might find that the "Isometric Camera" package over on the Downloads page provides the behaviour you're looking for.
A bit awkwardly, but yes. If you check Fixed Save ID only? in your Load menu's SavesList element, you'll limit it to a single save slot.
Autosaves use an ID of 0, so an ID of 1, 2, 3 etc won't display it. If you replaced your single SavesList ele…
At what point in the scene is the ActionList run, and are the Menus open at the time?
If the Console is correctly printing the "Inventory is blocked" comments, is it possible there's another Action that's unlocking it afterwards?
You can…
The cap on 30 should likely be removed, I'll look into this.
In the meantime, you can adjust it manually by updating the MenuInventoryBox script's use of "30" around line 385.
Currently, you would have to manually set the options via individual Actions - AC doesn't keep track of what each option's initial state is.
I understand the need for this case, however. I will look to see if the initial state can be recorded for …
Welcome to the community, @Kirifox42.
I should first note that it's possible to give all items to the Player while in Play mode via the "Give all to Player" menu item when clicking the cog icon in the Inventory Manager.
If you're looking…
Having objects in your scene load their correct state is a case of attaching Remember components to them, to inform AC what data about them needs saving.
For example, to save the visibility state of an object, attach the Remember Visibility compone…
Could you share details/screenshots about the shape of the NavMesh?
If it's particularly complex, I would advise you switch to A Star 2D pathfinding in the Scene Manager. It doesn't require a rebuild of your NavMesh - it'll still use the same Poly…
Thanks for the details - that's much clearer.
Tricky one. You want to override behaviour but only for specific aspects.
One thing that would be worth trying is to convert the mouse position from "canvas space" to "screen space"…
Welcome to the community, @Doctor_Zero.
No dumb mistake at all. It's all to do with changes to the input system with the Unity 6.1.
The demo games both currently rely on Unity's old Input Manager system, while Unity 6.1 forces the use of Input Sy…
I'm not quite clear on your intent. Are you looking to bypass the regular "full screen" in terms of both visuals and interactivity? Or do you want both the regular screen and the inset to be interactable?
If you can share some mockups/s…