AC needs to run several operations behind the scenes when switching scenes, so you need to use AC's own Scene: Switch Action to ensure these get run correctly.
If you want to use PlayMaker as well, you can place this single Action in a Cutscene and…
Connecting to AC's Menu Manager would indeed do the trick, but it's not strictly the only way to get tokens displaying in your Text component.
Token conversions are handled with AdvGame's ConvertTokens function, which you can make use of your custo…
I recommend using OpenOffice to handle your file-editing. It allows you to explicitly choose the delimiter characters when importing, and I've never had an issue with it in my own testing.
Updating Unity beyond the latest "true" release is always a case of "at your own risk", but I try to keep atop of beta compatibility where possible. Thanks for the heads-up, I'll certainly be making sure AC works with it in the …
AC's Object: Call event and Object: Send message Actions can be used to trigger functions on other objects/scripts when run.
Similarly, the ActionList and ActionList scripts have an Interact() function that can be used to run them from an external …
@dude: Could you post a new thread about your SaveableData folder issue?
@coma199402: In which versions of Unity and AC? The default AC UI should cause no noticeable slowdown (never mind 5 minues!). If you're willing to help debug the issue, keep…
I agree that text within save files should be limited as much as possible, but what exactly do you mean by "Option titles"?
However, options data such as chosen language and sound levels, are not stored within save game files. Instead, t…
Inventory items don't have to be used directly on Hotspots - you can still define "Use interactions" for them in the Inventory Manager that run when clicked/tapped on.
Assuming your game's Interaction method is set to Context Sensitive, t…
Is that not the "Vertical movement factor"? While you can't set the vertical speed directly, that slider lets you set it as a factor of the horizontal speed - so a value of 0.5 will make the vertical speed half the horizontal speed.
FWIW, you can easily do a crossfade transition by checking Overlay current screen during switch? in the Scene: Switch Action.
Following that up with a Camera: Fade Action in the new scene (to fade in) will give a crossfade effect - since the camera…
Possibly. v1.56 introduced the ability to smooth the positioning of such labels, but currently only for Unity UI-based Menus.
However, the code for this to work with AC ones was written - just commented out. You can try uncommenting the code in M…
The exact location may vary slightly depending on circumstance / interface options, but generally the complete label for a Hotspot is pieced together in Hotspot.cs' GetFullLabel function.
This function firsts generates the "use X on " pre…
This is occuring because you are referencing the Default Sound (a scene object) from your Player (an asset). AC adds the Constant ID component as a way of creating a link between a scene object and an asset file, but any fields assigned in your Pla…
I'm not sure how user-friendly the process of calling individual Actions can be made, but v1.56 introduced the function RunFromIndex to the ActionList and ActionListAsset scripts, which allows you to trigger ActionLists from an arbitrary place. An …
Inventory items can be automatically selected with the Inventory: Select Action.
Changing the cursor is more complicated, however, due to the wide array of possible play styles and interface options. Such an Action may work for one combination, bu…
It's a confusing issue, to be sure. I think we need to separate the issues from the misunderstandings, however.
The ActionList: Check running Action should not be looped - having it run once is enough. When an ActionList is skipped, it is re-run …
The limits imposed on when saving can occur are there for a reason - long and technical, but the short version is that it ensures that the game loads correctly when restoring.
If you try to save while any ActionList that isn't the one with the Save…
Thanks for the invites and warm words, everyone! I was nowhere near any of those places I'm afraid, but it's all appreciated. Instead, it was a lot of beaches, ancient temples and Thimbleweed Park ;)
@minhta: The code referenced in your bug report makes reference to the ACNodeSkin file present in /Assets/AdventureCreator/Graphics/Skins.
That particular asset was updated in v1.56, and not importing it would cause such an error to display. Not i…