You're right - this'll have to be fixed very quickly. Thanks for the alert.
In the meantime, you can fix it by opening up SaveSystem.cs, and removing lines 38 and 40.
You need to expose a public variable outside of your function, e.g.:
public Texture2D AimTexture;
You'll then be able to assign it in your scripts Inspector.
Bear in mind, though, that you should ask general scripting questions on the official Un…
The first thing to do is to separate the problem from UFPS, so that it doesn't get in the way of testing AC. Remove your current player prefab from the scene and place in Tin Pot (from /AdventureCreator/Demo/Resources). See if you can get the corr…
AC doesn't do any kind of click-handling-overriding for Unity UI - it just adds events to the buttons for you. If there's a delay of some kind, the presumtion would have to be that it's on the Unity side of things. Are you using drag-and-drop, and…
So long as you're not using weapons, you can get around this by opening up UltimateFPSIntegration.cs, and commenting out line 162.
That script is designed to be duplicated and modified to suit your own needs, but I'll look into fixing that particul…
Does the camera work properly if you load the same autosave during regular gameplay?
It may be that the front-end is a red-herring. Check that the camera in question has a Constant ID component attached to it - it'll need one when the game is save…
Thank you for the error details - I'll look into them.
v1.50 changes the UFPS integration workflow - have you amended your player prefab? There's nothing that I can think of on the AC side of things that would cause the cursor to lock/unlock like …
Override options? is in the Dialogue: Start Conversation Action. It was introduced in v1.42, in case you need to update AC.
Otherwise, you stop a Conversation by choosing Stop as the option's When running field - make sure this is the one in the C…
The first error was "secretly" fixed in v1.50c - but beyond giving an error message I don't think it has any other repercussions.
The second error seems related to the order in which scripts are executed by Unity. Try opening up Unity's …
Personally, I'd do it all through narration speech: if you create a Dialogue: Play speech Action that has no character assigned as the speaker, it'll be considered a narration. I'd then create a new Subtitles menu that's limited to display only nar…
You would put the Deselect Action at the front of the ActionList - but it was only a temporary solution.
It looks like your ActionLists are set to Run In Background - does the problem go away if you set them instead to Pause Gameplay?
I've followe…
Use the ActionList Editor to build the Conversation - check Override options? in the Action, and you can wire up all your options there in the same window.
If you select the OnStart ActionList field and press backspace, it'll be un-assigned so that you can create a new one in it's place - the old one will still be available to use elsewhere.
I see. You shouldn't have two Menus share the same UI canvas - that'll cause problems.
One other option is to use one Menu/UI, but three separate Labels inside it that get shown/hidden as appropriate. Best to temporarily switch back to Adventure …
Without screenshots, I'm I'afraid I'm not quite sure what you mean exactly. However, you can use the Inventory: Select Action to force the deselection of the active inventory item.
1) I'm afraid I'm still not clear - you say it's not creating additional UIs, yet you have all instantiated in your scene. Could you provide screenshots to explain?
2) I wasn't suggesting that - just trying to help with the problem related to 3, n…