I hadn't noticed you mentioned the line number in your previous comment - so I've now only commented the one at line 137 (the closest to 141) and left the other lines active.
It seems everything is working with just that line commented.
Thank you
Hi Chris - yes it does indeed fix it. There were three instances of that line in the SaveSystem script, so I commented out all three, and the save names now appear correctly - the labels are updated with the current date/time when I save the game.
…
Hi @ChrisIceBox - it happens with either. In a new project set up using the 2D demo, the only thing I change is Settings > Saving > Time Display: Use Time and Date. The Saves menu is (already) set to 'Save when click on' but in my own project …
In a new test project, which has the same problem (can't select an inventory item after opening the menu), it says:
Before I open the menu:
'Current game state: Normal'
Whilst the menu is open (opened either by clicking the menu button or pressing…
Having done that, when I came back to my original project which first had the issue, it is no longer an issue. Status returns to normal after opening the menu. Yet I can still reproduce the issue in a new project, even after saving the project and r…
Hi again Chris. I was able to reproduce the issue in a new project using the following steps:
New Unity project (Unity: 2022.3.23f1)
2D built in renderer
Import AC into project (AC: 1.81.5)
AC: New Game
2D - point n click - mouse and keyboard
Cont…
Hi @ChrisIceBox
My Inventory menu 'appear type' is listed as 'Mouse Over'.
As for the 'AC Status' - Before I open the menu, status is 'Normal'. After opening and closing the menu, when I have the inventory issue, I see 'ActionList Assets running:' …
Thank you Chris - this looks promising but I am not able to locate the Events Editor. I checked in the main menu under Adventure Creator > Editors, but all I see there are 'Active Inputs Editor', 'ActionList editor', 'Character Wizard', 'Soundtra…