I don't understand, if you have all your inventory buttons with constant ID why not just simply pass it directly for each inventory button?
Plus why do you need Check Num Slot at all if the conditions is not met you have no other action to send to.…
This is because you only check for 4 items value in your Menu check num slots and after the removal of one it stops and do nothing when you use your actionlist again.
You need to pass on further if the value is less than 4 and continue to your remo…
I haven't done yet what you need. So I can't be certain.
If you can change the language in the menu option then there should be a way to use the same way in your first title screen. Need to look closer into it.
Good luck, hope some other people can…
Try to send back to Variable Check Random Number all your inventory checks if the conditions are not met.( the ones that go after Variable Check Random Number)
That way it would go on the loop until it finds the last present item, that's all.
This …
Create all your cursors in ACgame Editor's tab cursor.
Then set you hotspots Use interactions Cursor : "your cursor" in inspector.
It should change your default cursor to the one you made in ACgame Editor's cursor tab.
I know exactly what it is :)
You are using Mecanim, check your animation looks like somewhere in your keys you changed you Z rotation. And make sure all position keys are broken or flat.
I haven't done any 3d character animations in Unity, I have to admit.
I'm more of a 2d guy.
But from what I gather is that you will need only one animator controller per character and set up all your anumations there in Mecanim, also you will need …
You don't need to buy any animator controllers if that is what you mean.
You will need to creat your own animator controllers and with Mecanim include your animations there.
Ok, sounds like it is better to relaunch all those objects with fade in/out with Onload that first checks if the quest is completed by checking the present of some object.
Chris, how about that Hint Cooldown timer with globals that you refered to h…
Also I have fade in and fade out sprites looping OnStart, like glow effect for instance it works perfectly.
But when I save and load it doesn't continue the progress after.
It saves the last alpha value state of the sprite and shows only that e.g. f…
I havent heard of such feature being implemented in AC. It might require some custom shadder.
What I use in my game is a transparent smooth reddish-orange spott .png image, behind the objects I want to highlight. Like this one only with different c…
menu: change state Turn on menu (your GUI name), during your cutscene ?
Alternatively make a sprite with your text and set it visible during your actionlist?
Just tried that method with glbal variables that you linked.
It doesn't carry over to other levels.
And also do not save the state when you save/load. So if you save and laod during the action progress it won't continue.