Unity: 2017.2.0f3
AC: 1.66.1
Either replacing the player with Brain 2D or switching out the Settings manager with the 2D demo's manager - both of these fix the issue. I also noticed the Brain 2D_SUC player prefab doesn't seem to have a Detect Hotsp…
@ChrisIceBox Alright then, I'll wait to see if I run across any similar issues again and then send that scene to you (I worked around the issue shown above by avoiding nesting "override options" conversations within a dialogue option actio…
@Rem Hi Rem! :) That's good to know. Yeah, I guess there are workarounds and I've started removing autosaves from the game now (and disabling the nests of "override options" inside dialogue option action lists is another good solution) Go…
Yes, they do have Remember conversation attached.
AC version is 1.66.1
This occurs if you quit the game (and my game is set to autosave on quitting) during an actionlist which includes this conversation. Also, I think this happens when a conversatio…
So I guess it wasn't a AC problem after all, as you suggested. This thread [https://answers.unity.com/questions/853655/canvas-buttons-not-working-after-levelload.html] suggested adding an EventSystem to the problematic menu. As of now, this issue se…
So for now I'll focus on issue number 2 (interaction menu/ mouse click problem upon loading a save game)
My interaction menu is Unity UI. Here's a video going through all the settings of the component and of the AC menu integration: https://youtu.b…
* > No, it's not a custom Action. It features an Update function which needs to run every frame. Create a new C# script, paste it inside (removing the default Start/Update functions) and add it to your scene. You will need to ensure this runs bef…
2 There is also a related issue, which I'm not sure if I should post here as it might make the discussion confusing. But it's very related so here goes:
When using my original Mouse+Keyboard system only, with the three actions called as mentioned i…
So I replaced by custom action with your script as a custom action, but it doesn't seem to do anything. In the settings manager, I've set the input method as Mouse and Keyboard, and I'm expecting to see this change as the custom action is called (I …
I tried adding a new instance of CursorHorizontal to the input manager. Turns out I already had one set to mouse X axis (the first one) and so I duplicated that and created one for the joystick (lower one) Is this correct?
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"It's still possible to rely on the mouse with "Keyboard Or Controller" input - the big difference is that you need to map your mouse axes/clicks to Unity's input manager, since AC will no longer read the mouse state directly.
You ca…
Correction - This occurs with a non-Steam build too, it has nothing to do with Steam. In fact, this issue is described here as well - https://adventurecreator.org/forum/discussion/4213/can-i-make-a-new-game-button-reset-all-existing-variables-and-co…
Sorry, I meant that I after quitting to the main menu scene, I start a new game, which in this case runs an action list that basically loads up the first scene of the game. On a side note - would using Restart Game action be a better option here?
V…
Thanks Chris! I'm less than a month away from release and I'm a bit doubtful if I should update, but seeing as I'm currently running the beta version I think making a back up and updating would be the best option!
Getting a controller and keyboard AND mouse all working together interchangeably seems to be a complicated matter from what I understand (esp when it comes to menus) I think keeping the game only KB+M might save a lot of headache. I might return to …