Having popups be modifiable opens up a can of worms so far as reliable saving goes, and from what I can see this is a very specific issue unique to your game. Cumbersome or not, it is at least possible with a string.
The conversion between a strin…
That would unfortunately create a lot of upgrade notes for users. Could you elaborate on the need for that? I'm not sure how culling masks etc come into it - it's a visual problem so any screenshots you can share would be appreciated.
You can make the "Briefing Cutscene" non-skippable at the top of its Inspector.
If you want to make it "separately skippable" though, create an interim Cutscene that goes in between both of them. Give this a single Engine: Wait…
See Section 4.1 of the Manual (Cameras Overview) - AC's GameCameras are merely a reference for the MainCamera's position / FOV etc. They aren't actually rendered at runtime, meaning the Solid Color that you set isn't accounted for.
If you want a b…
Not knowing the assets, I can't answer for sure. But if all they do is move the system cursor, and you use "Mouse And Keyboard" AC input, then you should be OK. It's possible to temporarily disable AC's cursor system using Engine: Manage…
Too much is hidden off-screen to see what's going on. It may well be the same issue you already reported, which will be included in v1.60.
Please reply to my previous PM if you want another WIP package to test.
Bear in mind that gameplay cameras can only be switched if the game isn't in first person, so if you want to change gameplay view you'll need to use the Engine: Manage systems Action to temporarily change the Movement method to None. It can be chan…
1. The event doesn't trigger if you combine an item with itself. I'll consider amending it so that it does.
2. The OnHotspotInteract event can be used for clicks on the Hotspot. You'll need to define an (empty) Unhandled Inventory Interaction for…
It would need to be scripted. The first step would be to assign the 3D model / prefab as the item's "Linked prefab" field in the Inventory Manager, which can be used to aid scripting systems such as these.
You can get an API reference to…
They can be iterated through - but ActionList assets cannot reference local variables since they live in scene files. Going from Local to Global would (theoretically) be possible, though.
:)
It's a finnicky trick to be sure, but a necessary one so far as I can tell. I'll be adding a note to the Manual about this, and a dedicated section to the manual regarding direct-control of Menus, to hopefully help others who may have this issu…
Thanks for the concern, but posting custom code is fine - just please do it in e.g. http://pasteall.org/ next time so that it can be copied easily.
Correct me if I'm wrong, though, but it looks like the same code is running regardless of the variab…
1. Convertable Variables (global to local, local to global)
Difficult, but I'll consider it. Bear in mind that there would be caveats, e.g. ActionList assets linked to Global variables would be broken if switched to Local.
2. Possibility to save …
That's to be expected. The Character: Change rendering Action is used to lock a rendering aspect in place. The Action you're using locks the sprite's Sorting Layer, meaning it won't be affected by the Sorting Map layer options, micro-adjustments i…
A message box should appear underneath the See Interactions with field once is set to Script Only, explaining that Interaction menus can be opened through script with the EnableInteractionMenus function.
As I said in the linked thread, this functio…
Welcome to the community, @avuryoni.
As @valter points out, the solution can vary a little depending on your chosen Interaction method, but you can control the enabled state of Hotspot interactions by using the Hotspot: Change interaction Action.
…
Welcome to the community, @mz47.
If you have one to share, please post screenshots to illustrate your current setup and character hierarchy. The recommended hierarchy when using Anima2D is described in the wiki.
The pivot should be set when creat…
The type of PlayerStart (2D or 3D) will be based on your Camera perspective setting in the Settings Manager.
If your game is in 2D, but the 3D PlayerStart was showing, then one of two things likely happened:* Your own Settings Manager's Camera pers…