And the full changelog:
Upgrade notes* Movie clips played on iOS or Android with the “Engine: Play movie clip” Action no longer show playback controls
Scenes* Added: "Scene: Check attribute" Action - use to check attributes of the curren…
Global Variables can be linked to Options Data, meaning their value will be independent of save game files. This is normally intended for things like screen resolution etc, but I imagine you could use it for this purpose instead.
If your Cutscene's When running field is set to Pause Gameplay, then no. Your Character: Animate Actions both have Wait until finished? checked, so if the Cutscene itself is set to block gameplay until it's completed - it won't because it's on a lo…
What do you mean "Scene: Options: Show subtitles"? The Scene Manager has no such field - are you referring to the Show subtitles option in the Settings Manager?
The option in the Settings Manager is used to set the default value, i.e. whe…
Unless you want to embed it in a custom script and call that script from AC, then yes - use a boolean variable. If you want the variable to be synced with a PlayMaker one, you can do so if the variable is Global.
Use local variables to keep track of what scene-objects, including NPCs, can do. You can order your variables by using forward-slashes, e.g. "NPC/John/CurrentState" so that they appear in sub-popup boxes in the Variable: Check and Variabl…
You should be able to move that to a separate script so that you can update AC without having to redo the change.
The BlendTree should update itself if the Turn value changes mid-turn. Are you using a 2D BlendTree. Here's one I made for my own pr…
Uncheck Subtitles during gameplay can also be skipped? in the Speech Manager. I don't know how old your previous version of AC was, but skipping background speech is now a separate option.
I can't recreate this in v1.54c - actually a different bug occurs in that the sound plays when the mouse leaves the icon. However, this works fine in the WIP v1.55 update, so this should be fixed in the next release.
Hotspots on-screen can all be flashed at once by triggering the "FlashHotspots" input.
For something more unique, e.g. flashing all Hotspots outwardly from a given point on-screen, a custom script can be written that invokes the Flash() f…
In what way, specifically, is it pausing the player? Does the Player prefab stop walking, cursor disapear, etc? Your Inventory menu is still showing - is it set to appear During Gameplay or Manual?
Discount the other two by temporarily disabling…
There are a couple of ways to do it:
The first is to override the default left-click behaviour of an Item to both select the item and close the Menu.
Create an ActionList Asset that and give it the "Inventory: Select" and "Menu: Cha…
I shall change the ordering of the event call so that the event is triggered after the UI is enabled by AC.
However, it's also occured to me that you're not checking the title of the Menu that's being turned on, meaning your code will run for every…
This is because your script does not check to see if the loaded data is indeed TestData. Since all Remember scripts on a GameObject share the same ID, the LoadData function is called on all of them and a final check must then be made to check that …