Forum rules - please read before posting.



Last Active


  • Nice, i think it´s working but the problem is that didn´t found the text in the child. So i think that the problem now. 
  • error CS0029: Cannot implicitly convert type `AC.Menu[]' to `Menu[]'  error CS1061: Type `Menu' does not contain a definition for `canvas' and no extension method `canvas' of type `Menu' could be found. Are you missing an assembly reference? That 2…
  • Ok well, the OnchangeLanguage event i got it.  Now i have the simple if language number is x then the code you posted. But i had a few problems like this line Menu[] allMenus = PlayerMenus.GetMenus ().ToArray (); and in the Text[] texts = menu.canva…
  • Works really good thanks! Another small thing it´s it´s there a possibility to not use the loading screen in some specific parts. I have the mini-games in other scene and I don´t wont to use the loading screen in that case. 
  • I got it! The problem was that this lines of code: override public void AssignValues(List<ActionParameter> parameters)        {            invID = AssignInvItemID(parameters, parameterID, invID);        } where assigned in the wrong place. I…
  • The line error is this Animator anim = uiButton.GetComponent<Animator>(); NullReferenceException: Object reference not set to an instance of an object
  • :( was a false alarm, it works fine on the editor but when I made a build all crashes with the inventory.
  • Well, i found it and solve it!!!  It was a timing problem i just add anim.gameObject.SetActive(true); after   anim.runtimeAnimatorController = runtimeAnimatorController; and works fine!! Thanks again
  • Well, it´s not that the solution. It happens only apply to one object every time i pick up the same inventory object play the animation. it´s like the parameters are not working now. change some stuff to parameter the invId int but happens the same …
  • It´s not that problem here is the log All the buttons have the same animator controller The controller has a tri…
  • yes i think thats the problem, any idea to solve that? 
  • Yes, the problem I think its that its place on the prefab component of the inventory. (my inventory is the same template of ac)
  • Hi Chris Here is the code: The problem i think it´s in the animator. here is the debug.log console:
  • Well, Chris works fine in one scene, then when I change the scene doesn't work.   here is the code: public class ActionInvAnim : Action {         // Declare variables here               public GameObject objectToAffect;        public int constantID…
  • Thats was the problem. when a use Scene:Switch action work great! Thanks 
  • AC 1.62.0 Unity 2017.3.1f1 I have an empty object with the script. Nothing in the console. I try with Debug.Log(GlobalVariables.GetStringValue(33, true, 0)); in the update and again an empty string.  
  • Hi Chris i want to get the value of a global variable and i do this: using UnityEngine;using AC; public class PokerStartManager : MonoBehaviour{        public string ref;     void Start ()    {        ref=GlobalVariables.GetStringValue(33, true, 0…
  • Great, another thing, I have some text on this script and the UI this can manipulate with ac for the translation? 
  • Hey @Selzier can you help me with that function? I just don´t get something like that working. thanks
  • Sorry @ChrisIceBox can you explain better the idea, i have the same problem but i couldn´t find the way to works.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.