Yes - the "Auto-toggle 'give' mode?" currently only affects defined Interactions.
The next update will allow the "Unhandled Give to NPC" interaction to run under the following conditions:
* The Hotspot has no defined Inventory …
You need to define an Integer parameter in your ActionList, and then have the Load element update it with the clicked Save index. You can then update the Save: Save or load Action to use this parameter's value to reference which save to overwrite.
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Yes, please share screenshots of everything. It could be something as simple as "Has Exit Time" being checked in the Transition, but I'd need to see the setup to know what the exact issue is.
Keeping the Animator window open at runtime, …
Are you enforcing an aspect ratio, or building to mobiles? The Auto Correct UI Dimensions component is likely not necessary if not.
Though, the component is set to align with the bottom of the screen - the Max Anchor Y would need to be set to 1 fo…
Welcome to the community, @AndyBobMc.
The distinction between "use" and "give" is set in the defined Hotspot interaction itself. The auto-option switches between use/give based on the Hotspot's Interactions - not the Inventory …
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Can you share the Menu's properties? Pauses game? should be both visible, and checked by default, while its Appear type is set to Manual.
The UI Blocking option will only take effect when the mouse is over the menu itself. If you want to …
This occurs after the fade-in is complete, i.e. the scene is showing?
Can't think why that would be. Does your game rely on borders due to a fixed aspect ratio?
You can uncheck Draw fade? in the Main Camera's Inspector to disable its own fade han…
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You'll need to ensure your page textures are locatable by the load system, which is a case of giving them unique filenames and placing them in a Resources folder.
The Manual's "Saving asset references" chapter covers this in more …
Your script is conflicting with AC in a couple of places.
The Speed float and Direction integer parameters that your script affects are also being controlled by AC in the same way.
AC will automatically set the assigned "Move speed float"…
Recreated, thanks.
This might be due to a change / issue with Unity itself. I'll need to look into this further, thanks for the details.
In the meantime, you can bring the UI back by unchecking Render border camera in the Settings Manager's "…
AC Variables can be set through script, yes - see the Manual's "Variable scripting" chapter, as well as the front page of the Scripting Guide, for details.
You might also want to look into Snap Regions, a way of defining points on a Track…
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We'll need to understand when and how the game is Autosaving.
Autosaving is possible either by checking Autosave after? in a Cutscene's Properties box, or by using the Save: Save or load Action.
The Console will report a log each time a sa…
For a smooth change in some value when moving a Draggable along a track, you can have a custom script read its GetPositionAlong value, which returns its normalized position along the track.
The OnHotspotInteract event will be called when using an Inventory item on a Player's Hotspot. You can compare the Hotspot with that of the Player, and the type of interaction with GetButtonInteractionType:
using UnityEngine;using AC;public class …
Which scene are you running to test with? A GameEngine object (added by the Scene Manager) must be present for AC to run and display its UI.
The 2D Demo's Managers will be assigned automatically if you open its scene file. If you choose "Loa…
Does the error show only once you delete the MultiSpriteFader script?
MultiSpriteFader / ActionMultiSpriteFade aren't a part of AC - they sound like custom scripts. Did you grab them from the wiki?
Custom scripts should generally be kept out of t…
If the Action is running at the correct time, then the behaviour is down to Unity's SpriteLibrary.AddOverride function.
The tutorial you've linked to just swaps the SpriteLibraryAsset wholesale. The equivalent in code may be something along these …