AC uses the Unity-provided PlayerPrefs static functions to read and write PlayerPrefs data, and save files are stored in the persistentDataPath directory - which again is platform-dependent. If you're looking for more general advice on reading and …
Welcome to the community, @HarleyFuagrás.
As the "Walk to" cursor mode is not an interaction icon, it cannot be used to run Hotspot interactions directly. However, you can use Triggers to run Actions when the Player steps inside a certai…
If you're transferring the contents of a Text box to a TMPro one, the speech tokens will have already been converted - so that's not a problem. An example script is a good suggestion though - probably one for the wiki.
Combining two items doesn't inherently produce a third - that's down to the ActionList that it then runs. A script that does the equivalent would similarly have to remove the two items and add a third, via the AC.KickStarter.runtimeInventory functi…
I need to know exactly - the default Subtitile menu fades, whearas yours pans. Please post a screenshot of the Menu's properties.
One option, however, is to check Duplicate for each line? in the Menu's properties, so that each line is given it's o…
You can use the Scene: Change setting Action to remove a NavMesh hole. Set the Scene setting to change to Default Nav Mesh, and then Change NavMesh method to Change Number Of Holes.
Look out for the upcoming v1.55b release, which will fix this cha…
Modify the PlayerPrefs file itself? The location is dependent on the chosen platform, see this page. AC stores different keys based on the current player profile - so a player can switch profile and have their own option settings etc. The AC.Opti…
Please post separate issues in separate threads. Are you working in 2D or 3D? You will need to post screenshots of your NPC's Inspector, and Settings Manager, to help further.
Mapping keys to interactions will depend on your chosen Interaction me…
You certainly don't want to be re-setting your game text once you begin voice recording.
As for the Prevent original language from being used? option, that basically means the text entered into AC's Actions, Editor windows etc is ignored so far as …
Well, the developor is of course right when he says it's a case of replacing the component name - but of course it's not really that simple. For every references AC makes to Text, it would also have to make one for TMPro, which means doubling the n…
Just so I can rule out the first thing: are you adding the Park scene to Unity's Build settings? That's essential for translations to work, as it's how AC knows which scenes to search.
At 11 minutes into the video, you're running the ActionList wh…