I need to be able to combine certain objects in the inventory (pieces of a picture for ex.) So if I go to the inventory, click on Object A, and drag it to object B, it becomes object C in the inventory. I've been looking for a tutorial that explains…
Could you share a link to that answer so that I know the context? I'm afraid I don't understand what your issue is, or what it is you're asking for.
Bear in mind, however, that if Lock scale? is checked on the Align To Camera component, you'll be …
To transfer CurrentInvPropVal to a Global Variable, use:
AC.GlobalVariables.SetBooleanValue (2, CurrentInvPropVal);
(Where "2" is the ID number of the variable you wish to update, as listed in the Variables Manager).
For more on setting…
The Input: QTE Action has a Button Mash option. When chosen, a Cooldown effect? option appears, allowing you to have the progress go down over time if the player presses nothing.
However, I've discovered a UI issue with the Action that prevents th…
I thought that maybe the Audio Listener issue was the fact that there were several cameras in the hierarchy.
Try disabling various cameras in the Hierarchy while the game is actually running. The AudioListener message will stop printing when you d…
So... I'm wondering if maybe it
would be desirable to remove that check for a Sprite Renderer for the
Save color/alpha values? So we can check it or not, regardless.
I think for safety, probably not. The "Affect children" option should …
This could be more of a Unity issue than an AC one. I would recommend loading both sprites into a fresh (non-AC) scene and try to fix them before involving AC.
Do they both use the same shader? It looks as though the tree has a transparency to it…
Welcome to the community, @priabudiman.
I'm assuming that this for a point-and-click game in 2D, so please correct me if not.
The NavMesh needs to have some amount of depth to it, even if the player shouldn't visibly move up and down. This is nec…
There is no Object: Get material Action. If you're referring to a custom Action that you wrote, you must make sure you re-assign your own Actions Manager (and others) after upgrading.
As of the latest release, it's possible to use Render Textures as inventory item graphics. You could also take a literal screenshot of the portion of the screen and create a new texture from it. Both would require a little custom scripting though,…
Thanks, I see it. It's there to alert users who haven't properly assigned their UI objects. I'll amend it so that it doesn't show in this particular case, but you can safely ignore it in the meantime.
Are you using local player objects (i.e. those in the scene file)? They don't mix well if multiple player prefabs are listed in the Settings Manager.
What is the state of the All players share same Inventory? option above the list?
We'll need to …
AC doesn't register gesture / swipe input by itself, but a separate asset that does could certainly "hook into" AC by triggering its functions / ActionLists upon completion.
For example, a swipe-right could invoke an ActionList that uses …
Inventory items are retained across scenes, yes. But you keep referring to "Inventory System" with caps - are you talking about another asset, or are you just using AC's inventory features?
You haven't described in what way the inventory…
Which version are you using? I can look to see if there was an issue with local variables that was in that release.
You must always read the "Upgrade notes" section in the Changelog for each update, as they contain information about chan…
Which version are you using? If the component is attached to a Sprite Renderer, but not a Sprite Fader, a Save colour/alpha? option will appear in the Inspector. If a Sprite Fader is attached, the alpha will be saved automatically.
The "InGame" menu is separate from the "Pause" menu that appears when pressing Escape. "InGame" just provides another way of accessing "Pause", i.e. one without the need for the keyboard.
The Pause Menu open…
Yes, the first-person video is still fine. The video tutorials are updated with annotations where things have changed, but nothing major. The Manual is always correct, though, and has been recently re-written with images, pro-tips and additional n…
Yes, should be fine. Likely you'd want it in a shared Cutscene/ActionList asset that both the OnStart and OnLoad cutscenes call upon.
If placed in an ActionList asset, you could also make use of the Scene Attributes feature so that the same asset …