^ Sorry, I checked the scripting guide and realised that the issue was not SetNull. My bad. But the issue I reported does still happen: the inventory is cleared and none of the items that are supposed to be carried on start are added to the inventor…
Hey Chris, I've been using the script you shared above, and it appears to do what it needs to do, but I think KickStarter.runtimeInventory.SetNull (); might not be the best solution for this because it overlooks the items that have "carry on st…
I think I managed to do work out a solution. Would still appreciate advice if there's an easier way to do this!
(1) Create a new OnStart cutscene and set it to "Run in background" (I think this is important so that the autosave is allowed…
I made the same request a while ago, this is what Chris said about it: https://www.adventurecreator.org/forum/discussion/12015/suggestion-actionlist-trigger-on-timeline
If anyone's interested, I've managed to make this work with this adaptation:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class AnimatedIcon : MonoBehaviour{ public Texture lanternTexture; pu…
Ok, an alternate solution that ALMOST works! This is what I did:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class AnimatedIcon : MonoBehaviour{ public Texture lanternTexture; public Texture…
I think I got closer, but still not quite there:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class AnimatedIcon : MonoBehaviour{ public Texture lanternTexture; public Texture lanternActiveTextur…
Something that I've noticed too is that after I run AC.KickStarter.runtimeInventory.GetItem(1).cursorIcon.ReplaceTexture (myNewTexture);, my script above stops updating the main graphic with the current animated frame pulled from "cursor (optio…
Thanks! Yeah, I wanted to either have two animations, or only one animation but the other way around (i.e. animated when inactive, not animated when active). I think I understand how replacing the texture works, but I'm having a hard time figuring o…
Chris should be able to confirm this, but I think this is working as intended. Switching the active profile isn't like loading save: the profile itself doesn't contain any of the game data, except for the variables you've linked to your Options Data…
I've never disabled HDR before, but I've done something similar with chromatic aberration, depth of field, etc. First I add this to the top of the script:
using UnityEngine.Rendering.PostProcessing;
Then I declare a PostProcessVolume and a Chromat…
Also, if anyone is looking to modify their ActionHotspotEnable.cs action so that turning off a hotspot cancels the pending interaction ONLY with that hotspot, this is the way to do it:
protected void DoChange (Hotspot _hotspot) { …
READ THIS FIRST!
I couldn't edit this post in time. I tried deleting it because I made a mistake and was running the same actionlist twice, even though I thought I'd introduced checks to prevent this. Sorry!
Edit: There is an error in the script I provided lol. One sec.
Edit 2: There you go! This works, I think.
using System.Collections; using System.Collections.Generic; using UnityEngine; using AC; using System; // This script ensu…
(Quote)
Ah, right, apologies. I get you now. Yes, just a very different use case/art direction from mine! Mine is a pixel art game limited to a single fixed aspect ratio (any other ratio gets pillar or letterboxed), because the gameplay is such that…
Now, I agree that it'd be nice if AC set the cursor size based on playable width instead of total width natively! Then we wouldn't need a custom script at all. But Chris didn't seem to think it was a good idea (and he does know way more about the po…
If I understand your script correctly, if the screen's aspect ratio perfectly fits the ratio you specified, the cursor will be size 0.03. If the height is greater than expected (giving you black top/bottom bars) it will reduce the size of the cursor…
I'm not sure I understand why you're taking height into account here. As Chris said in the other thread, it has no influence over the size of the cursor (only width does), no matter how tall you make the screen. A crazy proportion like 1280x4000 wil…
Check out this thread for my solution: https://www.adventurecreator.org/forum/discussion/12780/item-count-alignment#latest
Chris explained that "the Software cursor size is tied with the screen's width, but you can have it be a fixed size at a…