In Hotspot.cs, find line 695.
Change:
else if (i == useButtons.Count - 1 + numInvInteractions)
to:
else if (i >= useButtons.Count - 1 + numInvInteractions)
@Snebjoyn: Thank you for the approval. That's really what the Extending the Editor pages are for, IMO.
v1.50 will go some way towards "streamlining" AC's API, so that the currently-supported assets like UFPS and Ouya are handled in add-o…
By "manually", I meant just defining your Game Over interaction as what happens if you click on the wrong Button - nothing to do with script. Change your "Fail" Button's Click type to Run ActionList, and you can define exactly w…
1) and 2)
No - AC does not handle combat, turn-based or otherwise. You can, however, make use of a separate script / asset and disable AC (or parts of it) when you need to. As you've said, AC can be disabled completely through script, but also sel…
I've been doing what I can to make AC more compatible with other gameplay types in recent updates - each of the systems (Inventory, Menu etc) can be individually disabled (use the Engine: Manage systems Action), and AC will "shut down" tem…
For something that complex, try changing your Appear type to Manual, and then use "Active inputs" to open/close the Menu the same way. See section 2.14 of the Manual.
You'll then be able to show/hide the Menu using the Menu: Change state…
@ciaps: The goal with AC going forward is to empower users to more easily add their own integration, rather than depend on myself to keep up to date with changes that all such 3rd party assets make. Have you written a custom animation engine as per…
You don't need to do anything that complex: just create a new PlayerStart prefab for each doorway. In the Inspector of a PlayerStart, you can enter in the name/number of the previous scene it's the exit for.
If no appropriate PlayerStart is found …
I was asking you to uncheck it and then re-check it, not disable the option permanently.
Regardless, thank you for the digging. Expect it fixed in v1.50.
The "On Variable Check" Cutscene doesn't respond to manual changes of Variables.
But since you're already changing the variable's value through script, you can just add another line to run the Cutscene:
public AC.Cutscene myCutscene;
vo…
The "Wrong key fails" option is not intended to be simulated. Try unchecking it, and then simply running your "Game Over" interaction manually when the user clicks on the wrong button.
As it's the only animation in your Mecanim window, open up the window while playing and see what happens. It can't play any other animation. Is it turning invisible?
Minigames are best handled by disabling AC and running separate code. AC's systems can be selectively disabled using the Engine: Manage systems Action, so that you can still have e.g. the Menu system running.