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ChrisIceBox

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ChrisIceBox
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  • I'm presuming the Hide cursor when locked in screen's centre? option in the Settings Manager has the effect you want, in which case you just need to change that through script. The API reference to any Manager field can be found by right-clicking t…
  • Is it fading, or turning black instantly?  It should be the latter, and shouldn't have changed in any recent update.  If you want to have an instant cut (no black), check Overlay screen overlay during switch? in the Scene: Switch Action.
  • The main thing will to keep mindful of is the "Destination accuracy" slider in the Settings Manager, which will need to be lowered the larger your assets / more zoomed out you are.  Section 3.11 of the Manual covers what this does and why …
  • They are saved, so long as they're not linked to Options Data.  If they are, then they're stored in the PlayerPrefs as per-profile data.  You'd have to call Options.SavePrefs() to save changes in that case. Global Variables are stored within the &q…
  • Welcome to the community, @Steve_Ince! The Highlight component is used to calculate the value of both the Hotspot highlight effect and the icon's alpha value, so it is necessary to assign one as the message implies. Assigning a Highlight component …
  • Welcome to the community, @raheelz. IIRC, @humaldo looked into pixel-perfection for his games.  You might want to PM him to see how he got on in the end. You haven't posted any code so I can't comment on the specifics, but the theory sounds OK.  I…
  • Not officially, but AC does support custom camera types - see Section 4.6 of the Manual. AC requires that its own "MainCamera" prefab is the only active one in the scene, and it will copy the values of whatever the current "Active Ga…
  • Are these responses all set to custom objects?  The "Return To Conversation" option only works if they're running ActionLists (i.e. DialogOption instances set via the ActionList Editor) when run.  Otherwise, you'll need to re-run the Conve…
  • 1) The steps to enable hotspot-detection on a Player are the same for both 2D and 3D - only in 2D you use a 2D collider. Your Circle Collider 2D with Detect Hotspots must be on a child object of the Player's sprite child, and assigned in the Player…
  • PlayMaker is a popular go-to asset for building game mechanics, and AC has an Action that can call PlayMaker FSMs, and is able to sync Global Variables between itself and PlayMaker. If you want to rely on a separate asset for gameplay mechanics at …
  • PopUp strings are only used in the initial declaration and UI - so far as saving goes, they're ignored and only the integer value is actually saved.  A PopUp variable is really more like a string array, where an index pointing to a single entry is s…
  • You can use GetSpriteDirectionInt (): int currentDirection = AC.KickStarter.player.GetSpriteDirectionInt (); See the scripting guide link above for what direction the return value refers to. Custom scripts can be added as Actions following the st…
  • It should get assigned automatically from the "Walk sound" field in the Player/NPC Inspector.  Alternatively, you can use the "Footstep Sounds" component.
  • Players assigned in the Settings Manager must be prefabs.  AC will load them into the scene when required - and you can have them replace NPCs that do exist in the scene, to mask the "swapping" from non-playable character to playable chara…
  • A "Runtime problem" means nothing without the log file - what exactly is the error that's being flagged? AC is clear about not officially supporting Windows Store: see the FAQ here: http://adventurecreator.org/about/faq#collapseNine That…
  • I'd say the Console error is definitely related.  Are you using AssetBundles?  A google search shows a few reported cases of this issue that makes use of it: http://answers.unity3d.com/questions/1294154/load-animatorcontroller-from-assetbundle-as-r…
  • Unity didn't introduce the "_OR_NEWER" until 5.3, unfortunately, which is why the "UNITY_5" is still present in the code. Directives do have an "or", however: #if UNITY_5 || UNITY_2017_1_OR_NEWER There's a few more …
  • I've been working on an Action that lets you change the footstep sounds.  I'll either post it on the wiki or include it officially.
  • A Conversation's record of options is stored in a List, not an Array, so you can add to them by script by adding a new ButtonDialog class: int[] idArray = myConversation.GetIDArray (); ButtonDialog newOption = new ButtonDialog (idArray); myConversa…
  • Which versions of both AC and Unity are you using, and on what platform?  I've never heard of this behaviour - if you could post some screenshots it might help me understand what's going on. When you say Unity starts saving the ActionList, do you m…
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