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Hey! I have a sound object in scene #1, and I'd like it to survive across scenes. I moved it to the root of the scene hierarchy, and selected "Play across scenes"? When I switch to s
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create 20 Inventory items, and assign user #1 to items 1-10, #2 to 11-20 etc.
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3) On the character inspector check "use expressions" and add as many expressions you need with custom names. Keep note of the ID of each ("expression #0, #1, #2 etc..). The
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could represent one button: if you want button #1 to change state, you can subtract or add 1; if you want button #2 change state, you can subtract or add 10; if you want button #3 to change state, yo
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Thank you! I've just tested it and it works well for the most part. I've noticed a glitch though: if the trigger/script sets an NPC's hotspot's limitToCamera field to camera #1, and then we switch fro
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* (Need help with this) An action will compare the gameobject parameter with a gameobject or prefab. For example, trigger #3 needs to do this: IF parameter == NPC #1, then change their component varia
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I need to have a sound playing on a loop on a scene (it's an SFX, not ambience, it should be triggered on top of the ambience after meeting certain condition). Then I want that loop to keep playing wh
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I believe I've gotten to the bottom of issue #1, in which the visibility state of a "Shift" button was being saved/loaded incorrectly.
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sans the QTE timer as I am still working on #1 before moving to that haha.
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Lastly, I'm wondering if there's a way to reference inventory items directly. This might not be an issue depending on issue #1, but if I do have to create inventory items through the AC Game Editor, t
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Sorting layers are configured per project, not scene. I generally give them generic names (e.g. background far, background near, middleground, foreground, etc) and use them in all scenes. But if you r
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It's not a big deal, but using the '"#" character in Variable labels like "Group/Subgroup #1/Item #4" breaks their display and accessibility in dropdown selectors (
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Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs(106,71): error CS1503: Argument #1' cannot convertobject' expression to type `string'
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^ That was the main issue. Another minor issue I found was that if in the middle of a crossfade between tracks #1 and #2, you start a crossfade into track #3, #1 is dropped immediately, and the crossf
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https://app.unsee.cc/#12d3ef12
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string data = "How much is 1+1;#2#3#11#639";public ActionList RiddleGame;public Conversation riddleAnswers;public void GetRandomRiddle() { string[] qData = data.Split('#');
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I'm having an issue with "Sound:::::: > Play music". When starting scene 1, I play a short intro music track (track #1) followed by a queued looping track (track #2). When I e
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Find the following line (around #130):
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For example, I have an objective called 'Locate Labcoat' which displays the text on page#1: 'The mother took it. She must know where it is.'