|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
 
 | Public Member Functions | |
| void | ShowGUI (System.Action< ActionListAsset > showALAEditor) | 
| ActiveInput | GetActiveInput (int ID) | 
| Gets the Active Input with a given ID. | |
| Surface | GetSurface (int ID) | 
| Gets the Surface with a given ID. | |
| Surface | GetSurface (string label) | 
| Gets the Surface with a given label. | |
| bool | PlayerCanReverse () | 
| Checks if the movement settings are such that the player character is able to reverse. | |
| bool | IsFirstPersonDragRotation () | 
| Checks if the game is in first-person, on touch screen, and dragging affects only the camera rotation. | |
| bool | IsFirstPersonDragComplex () | 
| Checks if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement. | |
| bool | IsFirstPersonDragMovement () | 
| Checks if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation. | |
| int | GetDefaultPlayerID () | 
| Gets the ID number of the default Player prefab. | |
| PlayerPrefab | GetPlayerPrefab (int ID) | 
| Gets a PlayerPrefab class with a given ID number, if player-switching is allowed. Otherwise, returns the only PlayerPrefab that can be set. | |
| int | GetEmptyPlayerID () | 
| Gets the ID number of the first-assigned Player prefab. | |
| Player | GetDefaultPlayer (bool showError=true) | 
| Gets the default Player prefab. | |
| Player[] | GetAllPlayerPrefabs () | 
| Gets an array of all defined Player prefabs. | |
| Player[] | GetAllPlayerInstances () | 
| Gets an array of all scene instances of the defined Player prefabs. | |
| void | SetDefaultPlayer (Player defaultPlayer) | 
| Sets the default Player prefab. | |
| bool | CanClickOffInteractionMenu () | 
| Checks if the player can click off Interaction menus to disable them. | |
| bool | MouseOverForInteractionMenu () | 
| Checks if the player brings up the Interaction Menu by hovering the mouse over a Hotspot. | |
| SelectInteractions | SelectInteractionMethod () | 
| Gets the method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction. | |
| bool | ShowHoverInteractionInHotspotLabel () | 
| Checks if the interaction method is ChooseInteractionThenHotspot, and if the Hotspot label should change when hovering over an Interaction icon. | |
| bool | IsInLoadingScene () | 
| Checks if the game is currently in a "loading" scene. | |
| bool | IsInFirstPerson () | 
| Checks if the game is played in first-person. | |
| bool | CanGiveItems () | 
| Checks if the player is able to "give" inventory items to NPCs. | |
| bool | CanSelectItems (bool showError) | 
| Checks if inventory items can be selected and then used on Hotspots or other items. | |
| bool | CanDragCursor () | 
| Checks if the cursor can be dragged on a touch-screen. | |
| bool | ReleaseClickInteractions () | 
| Checks if Interactions are triggered by "clicking up" over a MenuInteraction element. | |
| float | GetDestinationThreshold (float offset=0.1f) | 
| Gets the minimum distance that a character can be to its target to be considered "close enough". | |
| Public Attributes | |
| bool | separateEditorSaveFiles = false | 
| string | saveFileName = "" | 
| SaveTimeDisplay | saveTimeDisplay = SaveTimeDisplay.DateOnly | 
| string | customSaveFormat = "MMMM dd, yyyy" | 
| RenderTexture | screenshotRenderTexture | 
| SaveScreenshots | saveScreenshots = SaveScreenshots.Never | 
| float | screenshotResolutionFactor = 1f | 
| bool | useProfiles = false | 
| int | maxSaves = 5 | 
| bool | orderSavesByUpdateTime = false | 
| bool | reloadSceneWhenLoading = false | 
| bool | saveWithThreading = false | 
| bool | saveCompression = false | 
| bool | saveAssetReferencesWithAddressables = false | 
| SaveLabels | saveLabels = new SaveLabels () | 
| ChooseSceneBy | referenceScenesInSave = ChooseSceneBy.Number | 
| bool | useInvariantCulture = true | 
| List< InvVar > | sceneAttributes = new List<InvVar>() | 
| ActionListAsset | actionListOnStart | 
| bool | blackOutWhenSkipping = false | 
| bool | savePlayerReferencesWithAddressables = false | 
| PlayerSwitching | playerSwitching = PlayerSwitching.DoNotAllow | 
| List< PlayerPrefab > | players = new List<PlayerPrefab>() | 
| MovementMethod | movementMethod = MovementMethod.PointAndClick | 
| InputMethod | inputMethod = InputMethod.MouseAndKeyboard | 
| float | simulatedCursorMoveSpeed = 4f | 
| AC_InteractionMethod | interactionMethod = AC_InteractionMethod.ContextSensitive | 
| SelectInteractions | selectInteractions = SelectInteractions.ClickingMenu | 
| bool | autoHideInteractionIcons = true | 
| CancelInteractions | cancelInteractions = CancelInteractions.CursorLeavesMenuOrHotspot | 
| SeeInteractions | seeInteractions = SeeInteractions.ClickOnHotspot | 
| bool | closeInteractionMenuIfTapHotspot = true | 
| bool | stopPlayerOnClickHotspot = false | 
| bool | cycleInventoryCursors = true | 
| bool | scaleCursorSpeedWithScreen = true | 
| bool | autoCycleWhenInteract = false | 
| bool | showHoverInteractionInHotspotLabel = false | 
| bool | allowDefaultinteractions = false | 
| bool | alwaysCloseInteractionMenus = true | 
| WhenReselectHotspot | whenReselectHotspot = WhenReselectHotspot.RestoreHotspotIcon | 
| bool | lockCursorOnStart = false | 
| bool | hideLockedCursor = false | 
| bool | disableFreeAimWhenDragging = false | 
| bool | disableFreeAimWhenDraggingPickUp = false | 
| bool | runConversationsWithKeys = false | 
| bool | clickUpInteractions = false | 
| bool | clickUpHotspots = false | 
| bool | defaultMouseClicks = true | 
| bool | allowGameplayDuringConversations = false | 
| bool | walkToHotspotMarkers = true | 
| float | dragThreshold = 0f | 
| int | maxInventorySlots = 0 | 
| bool | shareInventory = false | 
| bool | inventoryDragDrop = false | 
| bool | allowInventoryInteractionsDuringConversations = false | 
| bool | inventoryDropLook = false | 
| bool | inventoryDropLookNoDrag = false | 
| InventoryInteractions | inventoryInteractions = InventoryInteractions.Single | 
| bool | inventoryDisableLeft = true | 
| LeftClickDeselect | leftClickDeselect = LeftClickDeselect.Always | 
| bool | allowDefaultInventoryInteractions = false | 
| bool | inventoryDisableUnhandled = true | 
| bool | inventoryDisableDefined = true | 
| bool | inventoryInteractionsHaltPlayer = false | 
| bool | activeWhenHover = false | 
| InventoryActiveEffect | inventoryActiveEffect = InventoryActiveEffect.Simple | 
| float | inventoryPulseSpeed = 1f | 
| bool | activeWhenUnhandled = true | 
| bool | canReorderItems = false | 
| SelectInventoryDisplay | selectInventoryDisplay = SelectInventoryDisplay.NoChange | 
| RightClickInventory | rightClickInventory = RightClickInventory.DeselectsItem | 
| bool | reverseInventoryCombinations = false | 
| bool | canMoveWhenActive = true | 
| bool | selectInvWithUnhandled = false | 
| int | selectInvWithIconID = 0 | 
| bool | giveInvWithUnhandled = false | 
| int | giveInvWithIconID = 0 | 
| bool | autoDisableUnhandledHotspots = false | 
| bool | autoToggleGiveMode = true | 
| Transform | clickPrefab | 
| bool | showClickPrefabWithStraightToCursorHeld | 
| ClickMarkerPosition | clickMarkerPosition = ClickMarkerPosition.ColliderContactPoint | 
| float | walkableClickRange = 1f | 
| NavMeshSearchDirection | navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor | 
| bool | ignoreOffScreenNavMesh = true | 
| DoubleClickMovement | doubleClickMovement = DoubleClickMovement.MakesPlayerRun | 
| bool | magnitudeAffectsDirect = false | 
| DirectTurnMode | directTurnMode | 
| bool | stopTurningWhenReleaseInput = false | 
| bool | disableMovementWhenInterationMenusAreOpen = false | 
| DirectMovementType | directMovementType = DirectMovementType.RelativeToCamera | 
| LimitDirectMovement | limitDirectMovement = LimitDirectMovement.NoLimit | 
| float | cameraLockSnapAngleThreshold = 5f | 
| bool | directMovementPerspective = false | 
| float | destinationAccuracy = 0.8f | 
| bool | experimentalAccuracy = false | 
| bool | unityUIClicksAlwaysBlocks = false | 
| float | pathfindUpdateFrequency = 0f | 
| float | verticalReductionFactor = 0.7f | 
| bool | rotationsAffectedByVerticalReduction = true | 
| bool | alwaysPathfindInSpriteDirection = false | 
| bool | singleTapStraight = false | 
| bool | singleTapStraightPathfind = false | 
| float | clickHoldSeparationStraight = 0.3f | 
| bool | useFPCamDuringConversations = true | 
| bool | onlyInteractWhenCursorUnlocked = false | 
| float | freeAimSmoothSpeed = 50f | 
| bool | firstPersonMovementSmoothing = true | 
| bool | assumeInputsDefined = false | 
| List< ActiveInput > | activeInputs = new List<ActiveInput>() | 
| List< Surface > | surfaces = new List<Surface> () | 
| float | freeAimTouchSpeed = 0.01f | 
| float | dragWalkThreshold = 5f | 
| float | dragRunThreshold = 20f | 
| bool | drawDragLine = false | 
| float | dragLineWidth = 3f | 
| Color | dragLineColor = Color.white | 
| bool | offsetTouchCursor = false | 
| TouchScreenHotspotInput | touchScreenHotspotInput = TouchScreenHotspotInput.TouchTwice | 
| FirstPersonTouchScreen | firstPersonTouchScreen = FirstPersonTouchScreen.OneTouchToMoveAndTurn | 
| DirectTouchScreen | directTouchScreen = DirectTouchScreen.DragBased | 
| bool | touchUpWhenPaused = false | 
| bool | touchUpInteractScene = false | 
| AspectRatioEnforcement | aspectRatioEnforcement = AspectRatioEnforcement.NoneEnforced | 
| float | wantedAspectRatio = 1.5f | 
| float | maxAspectRatio = 2.39f | 
| bool | renderBorderCamera = true | 
| bool | landscapeModeOnly = true | 
| CameraPerspective | cameraPerspective = CameraPerspective.ThreeD | 
| bool | cacheCameraMain = false | 
| bool | linearColorTextures = false | 
| MovingTurning | movingTurning = MovingTurning.Unity2D | 
| HotspotDetection | hotspotDetection = HotspotDetection.MouseOver | 
| bool | closeInteractionMenusIfPlayerLeavesVicinity = false | 
| bool | placeDistantHotspotsOnSeparateLayer = true | 
| bool | cursorMustBeOverNearestHotspot = false | 
| HotspotsInVicinity | hotspotsInVicinity = HotspotsInVicinity.NearestOnly | 
| bool | highlightAllHotspotsInVicinity = true | 
| HotspotIconDisplay | hotspotIconDisplay = HotspotIconDisplay.Never | 
| HotspotIcon | hotspotIcon | 
| Texture2D | hotspotIconTexture = null | 
| CursorIconBase | hotspotIconGraphic = new CursorIcon () | 
| string | highlightMaterialPropertyOverride = "" | 
| float | hotspotIconSize = 0.04f | 
| bool | playerFacesHotspots = false | 
| bool | onlyFaceHotspotOnSelect = false | 
| bool | scaleHighlightWithMouseProximity = false | 
| float | highlightProximityFactor = 4f | 
| bool | occludeIcons = false | 
| bool | hideIconUnderInteractionMenu = false | 
| ScreenWorld | hotspotDrawing = ScreenWorld.ScreenSpace | 
| bool | hideUnhandledHotspots = false | 
| bool | selectLowestOverlappingHotspot = false | 
| float | navMeshRaycastLength = 100f | 
| float | hotspotRaycastLength = 100f | 
| float | moveableRaycastLength = 30f | 
| string | hotspotLayer = "Default" | 
| string | distantHotspotLayer = "DistantHotspot" | 
| string | navMeshLayer = "NavMesh" | 
| string | backgroundImageLayer = "BackgroundImage" | 
| string | deactivatedLayer = "Ignore Raycast" | 
| bool | useLoadingScreen = false | 
| bool | manualSceneActivation = false | 
| ChooseSceneBy | loadingSceneIs = ChooseSceneBy.Number | 
| bool | loadScenesFromAddressable = false | 
| string | loadingSceneName = "" | 
| int | loadingScene = 0 | 
| bool | useAsyncLoading = false | 
| float | loadingDelay = 0f | 
| bool | blackOutWhenInitialising = true | 
| bool | spawnPersistentEnginePrefab = true | 
| bool | autoCallUnloadUnusedAssets = true | 
| bool | playMusicWhilePaused = false | 
| bool | playAmbienceWhilePaused = false | 
| List< MusicStorage > | musicStorages = new List<MusicStorage>() | 
| List< MusicStorage > | ambienceStorages = new List<MusicStorage>() | 
| float | loadAmbienceFadeTime = 0f | 
| bool | crossfadeAmbienceWhenLoading = false | 
| bool | restartAmbienceTrackWhenLoading = false | 
| float | loadMusicFadeTime = 0f | 
| bool | crossfadeMusicWhenLoading = false | 
| bool | restartMusicTrackWhenLoading = false | 
| bool | autoEndOtherMusicWhenPlayed = true | 
| Music | musicPrefabOverride = null | 
| Ambience | ambiencePrefabOverride = null | 
| VolumeControl | volumeControl = VolumeControl.AudioSources | 
| AudioMixerGroup | musicMixerGroup = null | 
| AudioMixerGroup | sfxMixerGroup = null | 
| AudioMixerGroup | speechMixerGroup = null | 
| string | musicAttentuationParameter = "musicVolume" | 
| string | sfxAttentuationParameter = "sfxVolume" | 
| string | speechAttentuationParameter = "speechVolume" | 
| int | defaultLanguage = 0 | 
| int | defaultVoiceLanguage = 0 | 
| bool | defaultShowSubtitles = false | 
| float | defaultSfxVolume = 0.9f | 
| float | defaultMusicVolume = 0.6f | 
| float | defaultSpeechVolume = 1f | 
| ShowDebugLogs | showDebugLogs = ShowDebugLogs.Always | 
| bool | printActionCommentsInConsole = false | 
| ActionCommentLogging | actionCommentLogging = ActionCommentLogging.Never | 
| DebugWindowDisplays | showActiveActionLists = DebugWindowDisplays.Never | 
| Properties | |
| SeeInteractions | SeeInteractions  [get] | 
| RightClickInventory | RightClickInventory  [get] | 
| string | SavePrefix  [get] | 
| float | jumpSpeed  [get, set] | 
| float | AspectRatio  [get] | 
| AspectRatioEnforcement | AspectRatioEnforcement  [get] | 
| bool | InventoryDragDrop  [get, set] | 
| bool | CanDragPlayer  [get] | 
| InventoryInteractions | InventoryInteractions  [get] | 
| bool | AutoDisableUnhandledHotspots  [get] | 
| Player | player  [get] | 
| PlayerPrefab | PlayerPrefab  [get] | 
Handles the "Settings" tab of the Game Editor window. Most game-wide settings, including those related to control, input and interactions, are stored here.
| bool AC.SettingsManager.CanClickOffInteractionMenu | ( | ) | 
Checks if the player can click off Interaction menus to disable them.
| bool AC.SettingsManager.CanDragCursor | ( | ) | 
Checks if the cursor can be dragged on a touch-screen.
| bool AC.SettingsManager.CanGiveItems | ( | ) | 
Checks if the player is able to "give" inventory items to NPCs.
| bool AC.SettingsManager.CanSelectItems | ( | bool | showError | ) | 
Checks if inventory items can be selected and then used on Hotspots or other items.
| showError | If True, then a warning will be sent to the Console if this function returns False | 
| ActiveInput AC.SettingsManager.GetActiveInput | ( | int | ID | ) | 
Gets the Active Input with a given ID.
| ID | The ID of the Active Input to get | 
| Player[] AC.SettingsManager.GetAllPlayerInstances | ( | ) | 
| Player[] AC.SettingsManager.GetAllPlayerPrefabs | ( | ) | 
| Player AC.SettingsManager.GetDefaultPlayer | ( | bool | showError = true | ) | 
| int AC.SettingsManager.GetDefaultPlayerID | ( | ) | 
| float AC.SettingsManager.GetDestinationThreshold | ( | float | offset = 0::1f | ) | 
Gets the minimum distance that a character can be to its target to be considered "close enough".
| offset | The calculation is 1 + offset - destinationAccuracy, so having a non-zero offset prevents the result ever being zero. | 
| int AC.SettingsManager.GetEmptyPlayerID | ( | ) | 
| PlayerPrefab AC.SettingsManager.GetPlayerPrefab | ( | int | ID | ) | 
Gets a PlayerPrefab class with a given ID number, if player-switching is allowed. Otherwise, returns the only PlayerPrefab that can be set.
| ID | The ID number of the PlayerPrefab class to return | 
| Surface AC.SettingsManager.GetSurface | ( | int | ID | ) | 
| Surface AC.SettingsManager.GetSurface | ( | string | label | ) | 
| bool AC.SettingsManager.IsFirstPersonDragComplex | ( | ) | 
Checks if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement.
| bool AC.SettingsManager.IsFirstPersonDragMovement | ( | ) | 
Checks if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation.
| bool AC.SettingsManager.IsFirstPersonDragRotation | ( | ) | 
Checks if the game is in first-person, on touch screen, and dragging affects only the camera rotation.
| bool AC.SettingsManager.IsInFirstPerson | ( | ) | 
Checks if the game is played in first-person.
| bool AC.SettingsManager.IsInLoadingScene | ( | ) | 
Checks if the game is currently in a "loading" scene.
| bool AC.SettingsManager.MouseOverForInteractionMenu | ( | ) | 
Checks if the player brings up the Interaction Menu by hovering the mouse over a Hotspot.
| bool AC.SettingsManager.PlayerCanReverse | ( | ) | 
Checks if the movement settings are such that the player character is able to reverse.
| bool AC.SettingsManager.ReleaseClickInteractions | ( | ) | 
Checks if Interactions are triggered by "clicking up" over a MenuInteraction element.
| SelectInteractions AC.SettingsManager.SelectInteractionMethod | ( | ) | 
Gets the method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction.
| void AC.SettingsManager.SetDefaultPlayer | ( | Player | defaultPlayer | ) | 
| void AC.SettingsManager.ShowGUI | ( | System.Action< ActionListAsset > | showALAEditor | ) | 
Shows the GUI.
| bool AC.SettingsManager.ShowHoverInteractionInHotspotLabel | ( | ) | 
Checks if the interaction method is ChooseInteractionThenHotspot, and if the Hotspot label should change when hovering over an Interaction icon.
| ActionCommentLogging AC.SettingsManager.actionCommentLogging = ActionCommentLogging.Never | 
When comments attached to Actions should be printed in the Console when the Action is run
| ActionListAsset AC.SettingsManager.actionListOnStart | 
The ActionListAsset to run when the game begins
| List<ActiveInput> AC.SettingsManager.activeInputs = new List<ActiveInput>() | 
A List of active inputs that trigger ActionLists when an Input button is pressed
| bool AC.SettingsManager.activeWhenHover = false | 
If True, then an inventory item will show its "active" texture when the mouse hovers over it
| bool AC.SettingsManager.activeWhenUnhandled = true | 
If True, then the inventory item will show its active effect when hovering over a Hotspot that has no matching Interaction
| bool AC.SettingsManager.allowDefaultinteractions = false | 
If True, and interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot, then invoking the 'DefaultInteractions' input button will run the first-enabled 'Use' interaction of the active Hotspot
| bool AC.SettingsManager.allowDefaultInventoryInteractions = false | 
If True, interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot and inventoryInteractions = InventoryInteractions.Multiple, then invoking the 'DefaultInteractions' input button will run the first-enabled 'Standard' interaction of the active Inventory item
| bool AC.SettingsManager.allowGameplayDuringConversations = false | 
If True, then gameplay is allowed during Conversations
| bool AC.SettingsManager.allowInventoryInteractionsDuringConversations = false | 
If True, inventory can be interacted with while a Conversation is active (overridden by allowGameplayDuringConversations)
| bool AC.SettingsManager.alwaysPathfindInSpriteDirection = false | 
If True, then 2D characters will move according to their sprite direction when moving along a Path / pathfinding, allowing for smooth movement at corners
| List<MusicStorage> AC.SettingsManager.ambienceStorages = new List<MusicStorage>() | 
A list of all AudioClips that can be played as ambience using the "Sound: Play ambience" Action
| AspectRatioEnforcement AC.SettingsManager.aspectRatioEnforcement = AspectRatioEnforcement.NoneEnforced | 
What type of aspect ratio to enforce
| bool AC.SettingsManager.assumeInputsDefined = false | 
If True, then try/catch statements used when checking for input will be bypassed - this results in better performance, but all available inputs must be defined.
| bool AC.SettingsManager.autoCallUnloadUnusedAssets = true | 
If True, then AC will automatically call Resources.UnloadUnusedAssets after loading Resources data
| bool AC.SettingsManager.autoCycleWhenInteract = false | 
If True, then triggering an Interaction will cycle the cursor mode, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
| bool AC.SettingsManager.autoDisableUnhandledHotspots = false | 
If True, Hotspots that have no interaction associated with a given inventory item will not be active while that item is selected
| bool AC.SettingsManager.autoEndOtherMusicWhenPlayed = true | 
| bool AC.SettingsManager.autoHideInteractionIcons = true | 
If True, then Interaction icons will be hidden if linked to a Hotspot or InvItem that has no interaction linked to that icon
| bool AC.SettingsManager.autoToggleGiveMode = true | 
If True, and items can be given, then the item's selection mode will be automatically set to Use or Give depending on the Hotspot
| string AC.SettingsManager.backgroundImageLayer = "BackgroundImage" | 
The layer to place BackgroundImage prefabs on
| bool AC.SettingsManager.blackOutWhenInitialising = true | 
If True then the game will turn black while the scene initialises itself, which can be useful when restoring animation states
| bool AC.SettingsManager.blackOutWhenSkipping = false | 
If True, then the game will turn black whenever the user triggers the "EndCutscene" input to skip a cutscene
| bool AC.SettingsManager.cacheCameraMain = false | 
If True, Unity's Camera.main variable will be cached for a minor performance boost
| float AC.SettingsManager.cameraLockSnapAngleThreshold = 5f | 
If greater than zero, player direction will be unchanged when the camera angle changes during gameplay if the input does not exceed this angle
| CameraPerspective AC.SettingsManager.cameraPerspective = CameraPerspective.ThreeD | 
The game's camera perspective (TwoD, TwoPointFiveD, ThreeD)
| CancelInteractions AC.SettingsManager.cancelInteractions = CancelInteractions.CursorLeavesMenuOrHotspot | 
The method to close Interaction menus, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOffMenu, CursorLeavesMenu, CursorLeavesMenuOrHotspot)
| bool AC.SettingsManager.canMoveWhenActive = true | 
If True, then the player can move while an inventory item is selected
| bool AC.SettingsManager.canReorderItems = false | 
If True, then inventory items can be re-ordered in a MenuInventoryBox by the player
| float AC.SettingsManager.clickHoldSeparationStraight = 0.3f | 
The duration in seconds that separates a single click/tap from a held click/tap when movementMethod = AC_MovementMethod.StraightToCursor
| ClickMarkerPosition AC.SettingsManager.clickMarkerPosition = ClickMarkerPosition.ColliderContactPoint | 
If clickPrefab != null, where the click marker is spawned
| Transform AC.SettingsManager.clickPrefab | 
A prefab to instantiate whenever the user clicks to move the player, if movementMethod = AC_MovementMethod.PointAndClick
| bool AC.SettingsManager.clickUpHotspots = false | 
| bool AC.SettingsManager.clickUpInteractions = false | 
If True, then interactions can be triggered by releasing the mouse cursor over an icon, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
| bool AC.SettingsManager.closeInteractionMenuIfTapHotspot = true | 
If True, then Interaction Menus can be closed by tapping another Hotspot for which they are opened.
| bool AC.SettingsManager.closeInteractionMenusIfPlayerLeavesVicinity = false | 
If True, and hotspotDetection = HotspotDetection.PlayerVicinity and interactionMethod = InteractionMethod.ChooseHotspotThenInteraction, then Interaction Menus will close if the Player is no longer in the active Hotspot's vicinity
| bool AC.SettingsManager.crossfadeAmbienceWhenLoading = false | 
If True, and loadAmbienceFadeTime > 0, then previously-playing ambience audio will be crossfaded out upon loading
| bool AC.SettingsManager.crossfadeMusicWhenLoading = false | 
If True, and loadMusicFadeTime > 0, then previously-playing music audio will be crossfaded out upon loading
| bool AC.SettingsManager.cursorMustBeOverNearestHotspot = false | 
If True, and hotspotDetection = HotspotDetection.PlayerVicinity, then the cursor must still be over the nearest Hotspot in order to use it
| string AC.SettingsManager.customSaveFormat = "MMMM dd, yyyy" | 
The format of time display for save game labels, if saveTimeDisplay = SaveTimeDisplay.CustomFormat
| bool AC.SettingsManager.cycleInventoryCursors = true | 
If True, then inventory items will be included in Interaction menus / cursor cycles, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
| string AC.SettingsManager.deactivatedLayer = "Ignore Raycast" | 
The layer to place deactivated objects on
| int AC.SettingsManager.defaultLanguage = 0 | 
The game's default language index
| bool AC.SettingsManager.defaultMouseClicks = true | 
If True, and inputMethod = InputMethod.MouseAndKeyboard, then left and right mouse clicks will have default behaviour
| float AC.SettingsManager.defaultMusicVolume = 0.6f | 
The game's default music audio volume
| float AC.SettingsManager.defaultSfxVolume = 0.9f | 
The game's default SFX audio volume
| bool AC.SettingsManager.defaultShowSubtitles = false | 
The game's default subtitles state
| float AC.SettingsManager.defaultSpeechVolume = 1f | 
The game's default speech audio volume
| int AC.SettingsManager.defaultVoiceLanguage = 0 | 
The game's default voice language index (if SpeechManager.separateVoiceAndTextLanguages = True)
| float AC.SettingsManager.destinationAccuracy = 0.8f | 
How accurate characters will be when navigating to set points on a NavMesh
| bool AC.SettingsManager.directMovementPerspective = false | 
If True, then the player's position on screen will be accounted for, if directMovementType = DirectMovementType.RelativeToCamera
| DirectMovementType AC.SettingsManager.directMovementType = DirectMovementType.RelativeToCamera | 
How the player moves, if movementMethod = AC_MovementMethod.Direct (RelativeToCamera, TankControls)
| DirectTouchScreen AC.SettingsManager.directTouchScreen = DirectTouchScreen.DragBased | 
How Direct movement should work when using touch-screen controls (DragBased, CustomInput)
| DirectTurnMode AC.SettingsManager.directTurnMode | 
The method to use when turning a character under Direct control
| bool AC.SettingsManager.disableFreeAimWhenDragging = false | 
If True, and the game is in first-person, then free-aiming will be disabled while a Draggable object is manipulated
| bool AC.SettingsManager.disableFreeAimWhenDraggingPickUp = false | 
If True, and the game is in first-person, then free-aiming will be disabled while a PickUp object is manipulated
| bool AC.SettingsManager.disableMovementWhenInterationMenusAreOpen = false | 
If True, and Interaction menus are used, movement will be prevented while they are on
| string AC.SettingsManager.distantHotspotLayer = "DistantHotspot" | 
The layer to place distant Hotspots on, if hotspotDetection = HotspotDetection.PlayerVicinity
| DoubleClickMovement AC.SettingsManager.doubleClickMovement = DoubleClickMovement.MakesPlayerRun | 
If movementMethod = AC_MovementMethod.PointAndClick or StraightToCursor, what effect double-clicking has on player movement
| Color AC.SettingsManager.dragLineColor = Color.white | 
The colour of the drag line, if drawDragLine = True
| float AC.SettingsManager.dragLineWidth = 3f | 
The width of the drag line, if drawDragLine = True
| float AC.SettingsManager.dragRunThreshold = 20f | 
The minimum drag magnitude needed to make the player run, if movementMethod = AC_MovementMethod.Drag
| float AC.SettingsManager.dragThreshold = 0f | 
The proportion of the screen that the mouse must be dragged for drag effects to kick in
| float AC.SettingsManager.dragWalkThreshold = 5f | 
If movementMethod = AC_MovementMethod.Drag, the minimum drag magnitude needed to move the player. If movementMethod = AC_MovementMethod.FirstPerson, this is the maximum free-aiming speed
| bool AC.SettingsManager.drawDragLine = false | 
If True, then a drag line will be drawn on screen if movementMethod = AC_MovementMethod.Drag
| bool AC.SettingsManager.experimentalAccuracy = false | 
If True, and destinationAccuracy = 1, then characters will lerp to their destination when very close, to ensure they end up at exactly the intended point
| FirstPersonTouchScreen AC.SettingsManager.firstPersonTouchScreen = FirstPersonTouchScreen.OneTouchToMoveAndTurn | 
How First Person movement should work when using touch-screen controls (OneTouchToMoveAndTurn, OneTouchToTurnAndTwoTouchesToMove, TouchControlsTurningOnly, CustomInput)
| float AC.SettingsManager.freeAimSmoothSpeed = 50f | 
The acceleration for free-aiming smoothing
| float AC.SettingsManager.freeAimTouchSpeed = 0.01f | 
The free-look speed when rotating a first-person camera, if inputMethod = AC_InputMethod.TouchScreen
| int AC.SettingsManager.giveInvWithIconID = 0 | 
The ID number of the CursorIcon interaction that selects the inventory item (in "give" mode) when unhandled, if selectInvWithUnhandled = True
| bool AC.SettingsManager.giveInvWithUnhandled = false | 
If True, and inventoryInteraction = InventoryInteractions.Multiple, then the item will be selected (in "give" mode) if a particular Interaction is unhandled
| bool AC.SettingsManager.hideIconUnderInteractionMenu = false | 
If True, then Hotspot icons will be hidden if an Interaction Menu is visible
| bool AC.SettingsManager.hideLockedCursor = false | 
If True, then the cursor will be hidden whenever it is locked
| bool AC.SettingsManager.hideUnhandledHotspots = false | 
If True, and interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot, then Hotspots that do not have an interaction for the currently-selected icon will not be visible to the cursor
| bool AC.SettingsManager.highlightAllHotspotsInVicinity = true | 
If True, all detected Hotspots will be highlighted, not just the selected one, if hotspotDetection = HotspotDetection.PlayerVicinity
| string AC.SettingsManager.highlightMaterialPropertyOverride = "" | 
If set, this material property will be affected by Highlight components instead of the default
| float AC.SettingsManager.highlightProximityFactor = 4f | 
The factor by which distance affects the highlighting of Hotspots, if scaleHighlightWithMouseProximity = True
| HotspotDetection AC.SettingsManager.hotspotDetection = HotspotDetection.MouseOver | 
How Hotspots are detected (MouseOver, PlayerVicinity, CustomScript)
| ScreenWorld AC.SettingsManager.hotspotDrawing = ScreenWorld.ScreenSpace | 
How to draw Hotspot icons (ScreenSpace, WorldSpace)
| HotspotIcon AC.SettingsManager.hotspotIcon | 
The type of Hotspot icon to display, if hotspotIconDisplay != HotspotIconDisplay.Never (Texture, UseIcon)
| HotspotIconDisplay AC.SettingsManager.hotspotIconDisplay = HotspotIconDisplay.Never | 
When Hotspot icons are displayed (Never, Always, OnlyWhenHighlighting, OnlyWhenFlashing)
| CursorIconBase AC.SettingsManager.hotspotIconGraphic = new CursorIcon () | 
The icon to use for Hotspot icons, if hotspotIcon = HotspotIcon.Texture
| float AC.SettingsManager.hotspotIconSize = 0.04f | 
The size of Hotspot icons
| Texture2D AC.SettingsManager.hotspotIconTexture = null | 
Deprecated
| string AC.SettingsManager.hotspotLayer = "Default" | 
The layer to place active Hotspots on
| float AC.SettingsManager.hotspotRaycastLength = 100f | 
The length of rays cast to find Hotspots
| HotspotsInVicinity AC.SettingsManager.hotspotsInVicinity = HotspotsInVicinity.NearestOnly | 
What Hotspots gets detected, if hotspotDetection = HotspotDetection.PlayerVicinity (NearestOnly, CycleMultiple, ShowAll)
| bool AC.SettingsManager.ignoreOffScreenNavMesh = true | 
If True, and navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor, then off-NavMesh clicks will not detect NavMeshes that are off-screen
| InputMethod AC.SettingsManager.inputMethod = InputMethod.MouseAndKeyboard | 
The main input method used to control the game with (MouseAndKeyboard, KeyboardOrController, TouchScreen)
| AC_InteractionMethod AC.SettingsManager.interactionMethod = AC_InteractionMethod.ContextSensitive | 
How Hotspots are interacted with (ContextSensitive, ChooseInteractionThenHotspot, ChooseHotspotThenInteraction)
| InventoryActiveEffect AC.SettingsManager.inventoryActiveEffect = InventoryActiveEffect.Simple | 
The effect to apply to an active inventory item's icon (None, Pulse, Simple)
| bool AC.SettingsManager.inventoryDisableDefined = true | 
If True, then triggering a defined Inventory interaction will-deselect the active inventory item
| bool AC.SettingsManager.inventoryDisableLeft = true | 
(DEPRECRATED - use leftClickDeselect instead)
| bool AC.SettingsManager.inventoryDisableUnhandled = true | 
If True, then triggering an unhandled Inventory interaction will de-select the active inventory item
| bool AC.SettingsManager.inventoryDragDrop = false | 
If True, then inventory items can be drag-dropped (i.e. used on Hotspots and other items with a single mouse button press
| bool AC.SettingsManager.inventoryDropLook = false | 
If True, then drag-dropping an inventory item on itself will trigger its Examine interaction
| bool AC.SettingsManager.inventoryDropLookNoDrag = false | 
If True, then drag-dropping an inventory item on itself will trigger its Examine interaction
| InventoryInteractions AC.SettingsManager.inventoryInteractions = InventoryInteractions.Single | 
How many interactions an inventory item can have (Single, Multiple)
| bool AC.SettingsManager.inventoryInteractionsHaltPlayer = false | 
If True, then the player will stop pathfinding upon interacting with an inventory item
| float AC.SettingsManager.inventoryPulseSpeed = 1f | 
The speed at which to pulse the active inventory item's icon, if inventoryActiveEffect = InventoryActiveEffect.Pulse
| bool AC.SettingsManager.landscapeModeOnly = true | 
If True, then the game can only be played in landscape mode (iPhone only)
| LeftClickDeselect AC.SettingsManager.leftClickDeselect = LeftClickDeselect.Always | 
Determines when left-clicking will de-select an inventory item
| LimitDirectMovement AC.SettingsManager.limitDirectMovement = LimitDirectMovement.NoLimit | 
How to limit the player's moement, if directMovementType = DirectMovementType.RelativeToCamera
| bool AC.SettingsManager.linearColorTextures = false | 
If True, then textures created for crossfading and overlays will be saved in linear color space
| float AC.SettingsManager.loadAmbienceFadeTime = 0f | 
The fade-in duration when resuming ambience audio after loading a save game
| float AC.SettingsManager.loadingDelay = 0f | 
The delay, in seconds, before and after loading, if both useLoadingScreen = True and useAsyncLoading = True
| int AC.SettingsManager.loadingScene = 0 | 
The number of the scene to act as a loading scene, if loadingScene = ChooseSceneBy.Number
| ChooseSceneBy AC.SettingsManager.loadingSceneIs = ChooseSceneBy.Number | 
How the scene that acts as a loading scene is chosen (Number, Name)
| string AC.SettingsManager.loadingSceneName = "" | 
The name of the scene to act as a loading scene, if loadingScene = ChooseSceneBy.Name
| float AC.SettingsManager.loadMusicFadeTime = 0f | 
The fade-in duration when resuming music audio after loading a save game
| bool AC.SettingsManager.loadScenesFromAddressable = false | 
If True, scenes will be loaded from Addressables, and names will be used for keys
| bool AC.SettingsManager.lockCursorOnStart = false | 
If True, then the cursor will be locked in the centre of the screen when the game begins
| bool AC.SettingsManager.magnitudeAffectsDirect = false | 
If True, and movementMethod = AC_MovementMethod.Direct, then the magnitude of the input axis will affect the Player's speed
| bool AC.SettingsManager.manualSceneActivation = false | 
If True, then scenes will not be automatically activated upon loading, and activation will be delayed until the SceneChanger script's ActivateLoadedScene function is called.
| float AC.SettingsManager.maxAspectRatio = 2.39f | 
The maximum aspect ratio, as a decimal, to use if aspectRatioEnforcement = AspectRatioEnforcement.Range
| int AC.SettingsManager.maxInventorySlots = 0 | 
If >0, the maximum number of inventory slots the Player's inventory can hold
| int AC.SettingsManager.maxSaves = 5 | 
The maximum number of save files that can be created
| float AC.SettingsManager.moveableRaycastLength = 30f | 
The length of rays cast to find moveable objects (see DragBase)
| MovementMethod AC.SettingsManager.movementMethod = MovementMethod.PointAndClick | 
How the player character is controlled (PointAndClick, Direct, FirstPerson, Drag, None, StraightToCursor)
| MovingTurning AC.SettingsManager.movingTurning = MovingTurning.Unity2D | 
The method of moving and turning in 2D games (Unity2D, TopDown, ScreenSpace, WorldSpace)
| string AC.SettingsManager.musicAttentuationParameter = "musicVolume" | 
The name of the parameter in musicMixerGroup that controls attenuation
| AudioMixerGroup AC.SettingsManager.musicMixerGroup = null | 
The AudioMixerGroup for music audio, if volumeControl = VolumeControl.AudioSources
| List<MusicStorage> AC.SettingsManager.musicStorages = new List<MusicStorage>() | 
A list of all AudioClips that can be played as music using the "Sound: Play music" Action
| string AC.SettingsManager.navMeshLayer = "NavMesh" | 
The layer to place active NavMeshes on
| float AC.SettingsManager.navMeshRaycastLength = 100f | 
The length of rays cast to find NavMeshes
| NavMeshSearchDirection AC.SettingsManager.navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor | 
How the nearest NavMesh to a cursor click is found, in screen space, if the user doesn't click directly on one
| bool AC.SettingsManager.occludeIcons = false | 
If True, then Hotspot icons will be hidden behind colldiers placed on hotspotLayer
| bool AC.SettingsManager.offsetTouchCursor = false | 
If True, then the cursor is not set to the touch point, but instead is moved by dragging (if inputMethod = AC_InputMethod.TouchScreen)
| bool AC.SettingsManager.onlyFaceHotspotOnSelect = false | 
If true, and playerFacesHotspots = True, and interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction, then players will only turn their heads once a Hotspot has been selected
| bool AC.SettingsManager.onlyInteractWhenCursorUnlocked = false | 
If True, then Hotspot interactions are only allowed if the cursor is unlocked (first person-games only)
| bool AC.SettingsManager.orderSavesByUpdateTime = false | 
If True, then save files listed in MenuSaveList will be displayed in order of update time
| float AC.SettingsManager.pathfindUpdateFrequency = 0f | 
If >0, the time (in seconds) between pathfinding recalculations occur
| bool AC.SettingsManager.placeDistantHotspotsOnSeparateLayer = true | 
If True, and hotspotDetection = HotspotDetection.PlayerVicinity, then distant Hotspots will be placed on a different layer
| bool AC.SettingsManager.playAmbienceWhilePaused = false | 
If True, then ambience can play when the game is paused
| bool AC.SettingsManager.playerFacesHotspots = false | 
If True, then 3D player prefabs will turn their head towards the active Hotspot
| List<PlayerPrefab> AC.SettingsManager.players = new List<PlayerPrefab>() | 
All available player prefabs, if playerSwitching = PlayerSwitching.Allow
| PlayerSwitching AC.SettingsManager.playerSwitching = PlayerSwitching.DoNotAllow | 
The state of player-switching (Allow, DoNotAllow)
| bool AC.SettingsManager.playMusicWhilePaused = false | 
If True, then music can play when the game is paused
| bool AC.SettingsManager.printActionCommentsInConsole = false | 
(DEPRECATED)
| ChooseSceneBy AC.SettingsManager.referenceScenesInSave = ChooseSceneBy.Number | 
How to refer to scenes in save game files
| bool AC.SettingsManager.reloadSceneWhenLoading = false | 
If True, then the scene will reload when loading a saved game that takes place in the same scene that the player is already in
| bool AC.SettingsManager.renderBorderCamera = true | 
If True, a second camera is used to render borders due to enforced aspect ratio. This helps to prevent artefacts, but increases performance.
| bool AC.SettingsManager.restartAmbienceTrackWhenLoading = false | 
If True, then the ambience track at the time of saving will be resumed from the start upon loading
| bool AC.SettingsManager.restartMusicTrackWhenLoading = false | 
If True, then the music track at the time of saving will be resumed from the start upon loading
| bool AC.SettingsManager.reverseInventoryCombinations = false | 
If True, then invntory item combinations will also work in reverse
| RightClickInventory AC.SettingsManager.rightClickInventory = RightClickInventory.DeselectsItem | 
What happens when right-clicking while an inventory item is selected (ExaminesItem, DeselectsItem, DoesNothing)
| bool AC.SettingsManager.rotationsAffectedByVerticalReduction = true | 
If True, then rotations of 2D characters will be affected by the verticalReductionFactor value
| bool AC.SettingsManager.runConversationsWithKeys = false | 
If True, then Conversation dialogue options can be triggered with the number keys
| bool AC.SettingsManager.saveAssetReferencesWithAddressables = false | 
If True, then references to assets made in save game files will be based on their Addressable name, and not Resources folder presence
| bool AC.SettingsManager.saveCompression = false | 
If True, save data will be compressed for reduced file-size
| string AC.SettingsManager.saveFileName = "" | 
The name to give save game files
| SaveLabels AC.SettingsManager.saveLabels = new SaveLabels () | 
A collection of save strings (Save, Import, Autosave) that can be translated
| bool AC.SettingsManager.savePlayerReferencesWithAddressables = false | 
If True, then references to Player prefabs will be handled using Addressables
| SaveScreenshots AC.SettingsManager.saveScreenshots = SaveScreenshots.Never | 
Determines when save-game screenshots are recorded
| SaveTimeDisplay AC.SettingsManager.saveTimeDisplay = SaveTimeDisplay.DateOnly | 
How the time of a save file should be displayed (None, DateOnly, TimeAndDate, CustomFormat)
| bool AC.SettingsManager.saveWithThreading = false | 
If True, then save operations will occur on a separate thread
| bool AC.SettingsManager.scaleCursorSpeedWithScreen = true | 
If True, and inputMethod = InputMethod.KeyboardOrController, then the speed of the cursor will be proportional to the size of the screen
| bool AC.SettingsManager.scaleHighlightWithMouseProximity = false | 
If True, then Hotspots will highlight according to how close the cursor is to them
The game's full list of inventory item properties
| RenderTexture AC.SettingsManager.screenshotRenderTexture | 
An optional RenderTexture that, if assigned, will be used as the basis for save-game screenshots. If unassigned, the default full-screen screenshot will be taken
| float AC.SettingsManager.screenshotResolutionFactor = 1f | 
If takeSaveSreenshots = True, the size of save-game screenshots, relative to the game window's actual resolution
| SeeInteractions AC.SettingsManager.seeInteractions = SeeInteractions.ClickOnHotspot | 
How Interaction menus are opened, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOnHotspot, CursorOverHotspot, ViaScriptOnly)
| SelectInteractions AC.SettingsManager.selectInteractions = SelectInteractions.ClickingMenu | 
How Interactions are triggered, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickingMenu, CyclingCursorAndClickingHotspot, CyclingMenuAndClickingHotspot)
| SelectInventoryDisplay AC.SettingsManager.selectInventoryDisplay = SelectInventoryDisplay.NoChange | 
How the currently-selected inventory item should be displayed in InventoryBox elements
| int AC.SettingsManager.selectInvWithIconID = 0 | 
The ID number of the CursorIcon interaction that selects the inventory item (in "use" mode) when unhandled, if selectInvWithUnhandled = True
| bool AC.SettingsManager.selectInvWithUnhandled = false | 
If True, and inventoryInteraction = InventoryInteractions.Multiple, then the item will be selected (in "use" mode) if a particular Interaction is unhandled
| bool AC.SettingsManager.selectLowestOverlappingHotspot = false | 
If True, and hotspotDetection = HotspotDetection.MouseOver, and the scene is in 2D, then when Hotspots overlap, the one with the lowest position on the Y-axis will be selected
| string AC.SettingsManager.sfxAttentuationParameter = "sfxVolume" | 
The name of the parameter in sfxMixerGroup that controls attenuation
| AudioMixerGroup AC.SettingsManager.sfxMixerGroup = null | 
The AudioMixerGroup for SF audio, if volumeControl = VolumeControl.AudioSources
| bool AC.SettingsManager.shareInventory = false | 
If True, then all player prefabs will share the same inventory, if playerSwitching = PlayerSwitching.Allow
| DebugWindowDisplays AC.SettingsManager.showActiveActionLists = DebugWindowDisplays.Never | 
Used to show all currently-running ActionLists will be listed in the corner of the screen
| bool AC.SettingsManager.showClickPrefabWithStraightToCursorHeld | 
If True, and movementMethod = MovementMethod.StraightToCursor, then the clickPrefab will be spawned for repeated pathfinds when the mouse button is held down
| ShowDebugLogs AC.SettingsManager.showDebugLogs = ShowDebugLogs.Always | 
Determines when logs are written to the Console (Always, OnlyInEditor, Never)
| bool AC.SettingsManager.showHoverInteractionInHotspotLabel = false | 
If True, and interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot, then the Hotspot label will show the name of the interaction icon being hovered over
| float AC.SettingsManager.simulatedCursorMoveSpeed = 4f | 
The movement speed of a keyboard or controller-controlled cursor
| bool AC.SettingsManager.singleTapStraight = false | 
If True, then single-clicking also moves the player, if movementMethod = AC_MovementMethod.StraightToCursor
| bool AC.SettingsManager.singleTapStraightPathfind = false | 
If True, then single-clicking will make the player pathfind, if singleTapStraight = True
| bool AC.SettingsManager.spawnPersistentEnginePrefab = true | 
If True, the required PersistentEngine will be created by spawning the prefab from Resources, as opposed to generating it from scratch
| string AC.SettingsManager.speechAttentuationParameter = "speechVolume" | 
The name of the parameter in speechMixerGroup that controls attenuation
| AudioMixerGroup AC.SettingsManager.speechMixerGroup = null | 
The AudioMixerGroup for speech audio, if volumeControl = VolumeControl.AudioSources
| bool AC.SettingsManager.stopPlayerOnClickHotspot = false | 
If True, then the player will stop when a Hotspot is clicked on, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
| bool AC.SettingsManager.stopTurningWhenReleaseInput = false | 
If True, and movementMethod = AC_MovementMethod.Direct, then the Player will cease turning when input is released
A List of surfaces that characters can walk on
| TouchScreenHotspotInput AC.SettingsManager.touchScreenHotspotInput = TouchScreenHotspotInput.TouchTwice | 
The type of touch-screen input that registers as a Hotspot 'click'
| bool AC.SettingsManager.touchUpInteractScene = false | 
If True, then scne clicks are performed by releasing a touch, rather than beginning one
| bool AC.SettingsManager.touchUpWhenPaused = false | 
If True, then menu clicks are performed by releasing a touch, rather than beginning one
| bool AC.SettingsManager.unityUIClicksAlwaysBlocks = false | 
If True, then movement and interaction clicks will be ignored if the cursor is over a Unity UI element - even those not linked to the Menu Manager
| bool AC.SettingsManager.useAsyncLoading = false | 
If True, scenes will be loaded asynchronously
| bool AC.SettingsManager.useFPCamDuringConversations = true | 
If True, then first-person games will use the first-person camera during conversations (overridden by allowGameplayDuringConversations)
| bool AC.SettingsManager.useInvariantCulture = true | 
If True, then the main thread's culture will be set to InvariantCulture, which helps maintain save-game compatibility across different system lanaguages
| bool AC.SettingsManager.useLoadingScreen = false | 
If True, then a specific scene will be loaded in-between scene transitions, to be used as a loading screen
| bool AC.SettingsManager.useProfiles = false | 
If True, then multiple save profiles - each with its own save files and options data - can be created
| float AC.SettingsManager.verticalReductionFactor = 0.7f | 
How much slower vertical movement is compared to horizontal movement, if the game is in 2D
| VolumeControl AC.SettingsManager.volumeControl = VolumeControl.AudioSources | 
How volume is controlled (AudioSources, AudioMixerGroups) (Unity 5 only)
| float AC.SettingsManager.walkableClickRange = 1f | 
How much of the screen will be searched for a suitable NavMesh, if the user doesn't click directly on one (it movementMethod = AC_MovementMethod.PointAndClick)
| bool AC.SettingsManager.walkToHotspotMarkers = true | 
If True, then walking to Hotspots without running a particular Interaction will cause the Player to walk to the Hotspot's 'Walk-to Marker'
| float AC.SettingsManager.wantedAspectRatio = 1.5f | 
The aspect ratio, as a decimal, to use if aspectRatioEnforcement = AspectRatioEnforcement.Fixed. If set to AspectRatioEnforcement.Range, this will be the minimum
| WhenReselectHotspot AC.SettingsManager.whenReselectHotspot = WhenReselectHotspot.RestoreHotspotIcon | 
What happens to the cursor icon when a hotspot (or inventory item, depending) is reselected and selectInteractions = SelectInteractions.CyclingMenuAndClickingHotspot
| 
 | get | 
The desired aspect ratio, if forced. If not forced, -1 will be returned
| 
 | get | 
If True, Hotspots that have no interaction associated with a given inventory item will not be active while that item is selected
| 
 | getset | 
If True, then inventory items can be drag-dropped (i.e. used on Hotspots and other items with a single mouse button press
| 
 | get | 
What happens when right-clicking while an inventory item is selected (ExaminesItem, DeselectsItem, DoesNothing).
| 
 | get | 
The prefix of the project's save-game filenames, before the save / profile ID
| 
 | get | 
How Interaction menus are opened, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOnHotspot, CursorOverHotspot)