@ChrisIceBox all my scene references are by name. It was a while ago I experienced this problem and testing it using scene number was a useful workaround. Also told me the action list I was running and the scene file I was coming from were valid.&am…
Is the scene name spelt correctly and with the same CaSe? Can you try with the scene number? I had this briefly, the workaround for me at the time was to use the scene number instead of the name. Seems to have resolved itself now though.
You probably want a bit of code on the page shift to add a blank journal page if there's only one page left... Not sure what you'd use to remove it though?
I noticed a similar thing when rendering a video to a tender texture. When I unload the video the last frame remains as a texture, so I just disable the object in the scene when the video is switched off. Not sure if that'll fix your issue but it s…
You are a few revisions behind, you should really copy your project to a new folder and update AC in the copy to see if it resolves your issues. Each new revision includes LOTS of updates, so the chances are it'll fix it and make lo…
In the game editor, go to the Scene tab and create a new OnLoad cutscene. In this cutscene, do all the initial scene setup like disabling hotspots and moving characters to position etc. I've not done anything in 2D, but the method y…
Honestly Chris, you are an absolute genius!
I was building it with "Mouse and Keyboard" Input... changed to touchscreen and it worked.
I don't know how you have time to answer all our questions, but really glad you do.
Normally when you design the background artwork in a 2D game, it's a good idea to design it as though all the doors have been removed. Ie, a cupboard would actually look like the door is missing and you'll see the shelves inside. Th…
I've just dropped in the 9verb UI and run a build to Android. It does the same thing. Clicking anywhere on the verb UI activates the hotspot action. Whereas within Windows and the Editor it doesn't. One curious thi…
If you add a variable check to the decrementing action, ie if variable >0 then decrease by 1, else run the next action. The action will only run when the global variable reaches zero.
So i replaced the Unity UI Inventory with the 9 Verb demo UI (AC version) and the problem disappears. So it does seem to be Unity UI related. Is there anything else I can provide to assist with debugging?
I've just done the snapshots of the Canvas / Rect transform setup. Also the inspector for the Menu Manager.
I'll be dropping in an AC Inventory next and will update soon.
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The new version of AC allows actionlists to run in the background. One use case for this is aging items, which I have a partial tutorial here which you may find useful.
Aging Items
However, to stop a timer I think you would have to rely on a global…
As Chris suggested, backup your game managers, then import the 2d demo ones. See if the prefix works properly there, and it'll help rule out issues with your menus etc.
Hi there and welcome to the forum. Yes it's quite easy to achieve that. You would place your Player off scene somewhere so it can't be seen. Then when creating the actions for your hotspots, just neglect to add any kind of Walk To as part of…