Hello.
I understand that AC works that way: it turns automatically and sets the movespeed to zero when clicking on a hotspot. Is that right?
I honestly don't know how I can avoid it. I tried several variables and no luck. It always does the same.
Do…
Hello!
Yes, here's a short video.
As you can see, I've decreased the "turn" animation so you can check that, 50% of the times or more, the character doesn't turn, instead, it flips. What it should do is always turn (of course not so slow, …
Very helpful! I honestly didn't want to change the save/load system already implemented with a custom menu or gameobjects flying around the screen. So, for anyone wondering how to do what was asked here.
1) Did the Save and Load menus, only showing …
I forgot two things:
3) The AC savegame doesn't allow "New save" to be translated to other languages right?
4) Instead of inputting something on click, I want to automatically add a certain name such as "Save 01" + Timestamp. Is …
Hello!
I want to achieve a similar effect and I need some recomendation here, with your experience. I have a very nice save and load menu made with AC. The thing is that we want to create a list of saves, and on hover, show the screenshot.
1) No wa…
Me again. I got a question (then I will give specific details on the why).
How can I flip the character on the X axis (just the sprite) on some of those cases?
Example: Let's say you have a character with a robotic right arm. If the character is fa…
This is how I made it work. Fist, I've added at the bottom of the script this little modification (I wanted an effect ON a mirror, not mirror the character).
case 1: return 1; //2 for mirroring the frame case 2: …
Hello Chris,
No luck with this and no new results. Let me show you what we did because we can't make it work.
First, I've added to the scene, a "player" with the player script (but deactivated), along with the script and the Sprite Mask.…
Good evening!
I'm trying to achieve this same effect but I can't make it work. This is what I did.
I've added the Player to the scene (unpacked the prefab), added the script to the parent, chose this character as the target and the player on start …
I will paste this and many more in the Wiki. Here's the full script. It works flawlessly.
using UnityEngine;
using AC;
using TMPro;
public class InventoryItemDescription : MonoBehaviour
{
public int invPropertyID = 2; // Set this as appropriat…
This works amazing! Thank you very much. With this script I was able to redo all three inventories and without any issues.
Now, the final piece (i guess):
how can I bring the inventory main graphic into a GameObject (specific place in the scene)?
…
Just a little clarification. You will see that I wrote "== Clues" and "== People". That's because one script is only for Clues and the other for People. And I also tried combining script 1 and 2, one for clues and one for people,…
As for the second script, I also have the same Object reference error on this line:
if (element.title == "Inventory Box Clues").
I also tried this combination: if(element != null && element.title == "Inventory Box People"…
My bad, I forgot to copy the error.
NullReferenceException: Object reference not set to an instance of an object
InventoryItemDescription.Update () (at XXX/Scripts/InventoryItemDescription.cs:20)
The script is the same, yes.
I'll give it a try the…
Hello Chris,
I'm getting back at you because I found an error while using this script when using two inventories together, while at the same time on scene. Let me explain briefly:
The scene has two inventories which can be called at the same time.…