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Thank you! The DS actions were updated without issues.
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I would recommend starting with #2 and see if you encounter issues. Bear in mind that you needn't start with an empty GameObject - if you place a Sprite in the scene, and assign that in the Character
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I really really want to use solution #2 because it seems perfectly tailored to my needs
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To fix, open up AC's Menu script and look for the following (around line #2077):
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Second, even when I put "1" in the option index, and 2 for number 2, there's some kind of displacement happening, because keypad 1 ends up picking option #2, and keypad 2 triggers op
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Just noticed there are more Player data. #1 and #2 and #3 all say Hub_street
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---> Child #2 (with Animator and body parts)
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engine\MultiSceneChecker.cs:[55:5-55:24] C##2> Void AC.AssetLoader:UnloadAssets ()+0x0 at Assets\AdventureCreator\Scripts\Static\AssetLoader.cs:[243:3-243:4] C# Void AC.LevelStorage:L
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#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
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#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
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I'm having the same issue with sorting maps - they work fine if I'm testing only one scene, but if I start scene #1 where the NPCs are, switch to scene #2, and then go back to scene #1, I get sorting
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across scenes"? When I switch to scene #2, the object survives, but when I move back to scene #1, it disappears and no sound is played. If I switch to scene #2 again, and then back to scene
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I have a small question regarding the "change cursor when over the element" option. Our inventory is UI based, and I have 6 buttons. If I check that option and select cursor index #2
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Admittedly this isn't exactly an elegant alternative, but for completness: bulk-creating such properties ahead of time would at least allow these references to be retained. For example, create 20 Inv
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In this ActionList, you're passing the Hotspot as a GameObject parameter. If you create another GameObject parameter (named "ActionList to run"), and an Integer parameter ("
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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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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, you can subtract or add 100; and so on. Then you just need to check i
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to camera #1, and then we switch from camera #2 to camera #1, the hotspost becomes interactive as expected. However, if the main camera was always camera #1 to begin with, and then the hotspot's limi
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Alright, I'm taking baby steps toward understanding AC properly (the previous plugins/softwares I've used have been very different), so I'm still posting these beginner's questions...