The CS-mode Examine interaction is stored in a separate variable to the Use interactions, but you could think about transferring one to the other when a scene begins through script:
AC.Button lookButton = new Button ();
lookButton.Copy (myHotspot.l…
@eclyptik: Recreated on my end. Not sure if this is a Unity bug or an AC one, but I will look into it.
Update: It's a limitation on Unity's part when using a custom Editor. For now, you won't be able to pass parameters using Object: Call event - …
To block the mouse cursor from reaching Hotspots, you need to have a collider that's on the same layer as whatever you've set as the "Hotspot layer" in your Settings Manager - in this case, "Hotspot".
If the lens flare is only b…
In the Inventory Manager, you can define categories and then assign your items by those categories. Then in the Menu Manager, you can limit any InventoryBox element to only display inventory items that belong to a certain category.
The errors are likely a bug with Unity, rather than AC.
I believe the cursor issue is also due to Unity changing as well - clicking outside the window should bring the cursor back.
And this is with v1.50a? The line numbers don't match up with mine - what's on Options.cs line 571, and do you have the RuntimeLanguages on PersistentEngine this time also?
This is the first you've said of using a separate asset for FirstPerson - and it sounds like that's what's causing it. AC comes with it's own First Person option - if you use another, or use the MainCamera in a way not intended by AC, then it could…
I'm afraid I'm still not clear.
By default, sounds will also be paused whenever the game is paused - this is to prevent sounds in your game becoming out of sync with any animation - but they should resume when you un-pause the game. You can, howev…
Section 1.6 of the Manual offers some tips regarding updating AC.
So long as you're not using the original Demo/Demo2D Managers to build your game with, then updating won't destroy your Managers - but it will unset them from the Game Editor window.…
It's my job to be driven crazy by it, not yours!
Open up MenuInput.cs, and find line 211:
if (isSelected || isActive)
And replace it with:
if (Application.isPlaying && (isSelected || isActive))
Does that fix it?
By "Adventure configuration", do you mean Unity's Resolution Dialog? That's not an AC question, you just want to use Screen.SetResolution function when your game begins. Please leave general Unity questions to the Unity forum.
Do you mean all sound stops completely once you resume the game, or that you'd like sound to play while the pause menu is open? I can't recreate the former, and the latter is solved by checking "Play while paused?" in the Sound object's I…
Version 1.50a* Fixed: Rare issue with Inventory items and Hotspot labels
* Fixed: Issues with speech volumes controlled by Sound components
* Fixed: Rare error when moving 2D characters with the “Character: Move to point” Action
* Fixed: Movement is…
There's an easy way to test that: just disable the screenshot-taking feature and see if the lag goes away. I suspect that it is because of the screenshot, but the process by which it does so is as fast as I can make it. If you want to have a go at…
You will likely have to dig around the Scripting Guide entry for the Conversation script, which provides you with functions and variables for any given conversation:
Conversation
You can access the active Conversation with:
AC.KickStarter.playerI…
@SkyTree: Never mind - you're right, there is a bug. I'll have it fixed for v1.50a, along with it also working for Mixer Groups. The workflow for adding this feature for the 2D Demo's Brain NPC is (or should be, at least) a simple matter of adding…
The lag is percieved, rather than the frame rate slowing down, because of the way the crossfade effect works: if takes a snapshot of the viewport, displays it full-screen, cuts the camera, and then fades the snapshot out.
And as I said in my first …