What version were you upgrading from?
The errors you were recieving were due to that version's incompatibility with Unity 2017, but the latest releases fixes it. Did you save anything or make changes to it before upgrading AC?
The "Upgrade n…
Please try to post separate issues in separate threads in future, as it makes it easier for others searching for similar questions.
AC's freezing of the Rigidbody rotation can be disabled by removing line 1007 in Char.cs (in the latest release):
_…
Welcome to the community, @imogeen.
Saving is prevented whenever the game is in a cutscene, and the default Pause menu will auto-hide the Save button if this is the case.
Your game is in a "cutscene" state because your ActionList's When …
Not really. The InventoryBox should list items as a true reflection of their order in the player's inventory - so if you want them to appear reversed, the items would have to be added in reverse.
I'll consider adding a "Add to front" opt…
Thank you, please do.
While the warning message is likely unrelated, you should follow through with it and attach a Constant ID component to the camera. Note that this should not be your "MainCamera" object - it should be a camera with o…
Upgrade to the latest release and you'll be able to see the stacktrace for AC log messages. It is likely coming from an Action - once we can see the stacktrace, we'll be able to know which one.
Is this occuring in all scenes, or just one?
Please try it in the latest release, v1.58, as that fixed a number of speech-related issues.
If it doesn't, let me know - and also try checking "Duplicate for multiple lines?" in the HUD Menu's properties.
Welcome to the community, @thehazard.
Create a second background and use the Object: Set visibility Action to make your two backgrounds visible/invisible as required. Attach a Remember Visibility component to both so that changes will be saved.
Welcome to the community, @lorenzochomp.
The number of Remember components shouldn't affect it like that - how many are we talking about, though? How about the number of Actions and ActionLists?
If a scene takes a long time to load, it's generall…
Welcome to the community, @ecarter.
You will need to provide more information about your game before we can properly advise. How is your game played - 2D or 3D? What scale is the game at, compared with the graphics in the demo games? Please also…
Sure - just modify your Inventory menu by adding two Crafting elements. One for the recipes, one for the resulting item. See the updated Manual for more on Crafting elements.
You can create a new Sound object in your scene from the Scene Manager, and then use the Sound: Play Action to play new audioclips from it.
The Sound: Play one-shot Action can also be used to play audio without need for a Sound object.
@Mehrdad: Yes, Unity 2017.1 is now supported.
@dude: Happy birthday!
@Deckard_89: Can't be as wierd as wanting to re-write it..
@DexterStardust: Thanks, re-doing the manual showed up a few workflow shortcomings, so I tried to address them as I we…
Thanks, I'll look into the tweak.
Is this because these other speech lines aren't being listed in the Speech Manager, or because they are not "joined up" in their ActionList?
You're welcome. I don't see an issue with calling events - AC already includes Object: Send message and Object: Call event Actions, though unfortunately the latter does not allow parameters to be passed.
If you want to run multiple chains of Actio…
Apologies, @PixelCrushers - I mistakenly left that change out of the release notes. The displayDuration is no longer made available since it it was not a true reflection of a speech's length. I'll try to be more careful in future.
It won't - we disabled the Trigger12 Action. The intention behind this step was to determine if the transition code was affecting the "enabled" state of the camera GameObjects.
Are the camera GameObjects (not components) now remaining ac…