I'm afraid not - at least not automatically. You would need to keep track of these changes via a separate script, and then apply them back to the items upon loading.
A tutorial on saving custom global data can be found here.
Transfer your backup's copy of the Player script (inside /Assets/AdventureCreator/Scripts/Character) to your up-to-date project.
I will look into the issue itself and issue a fix shortly - thanks for the bug report.
The Main menu does not need to be paused for it to be navigable.
If you're navigating it directly - i.e. with a gamepad / keyboard, rather than a mouse - you just need to run the Engine: Manage systems Action to allow for in-game direct-control of …
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Recreated, thanks - I'll look into this.
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I can't reproduce this. What is your AC version, and does this occur if you switch the GK_Conversation menu's Source to Adventure Creator?
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The Player prefab will still be carried over to the new scene by default, regardless of the perspective. After changing the movement method, use a Camera: Switch Action to switch to a separate, stationary camera.
You can prevent the First-…
The Variable action chooses different QTE to run - with each having its own Menu. Is Animator the same, or different for each?
Pause the game when it occurs, and open up the Animator controller of the QTE being shown. What state is active, and do…
Start by creating a Local PopUp variable to keep track of the puzzle's progress. Give it the values:
* Not asked
* Asked (Combine this with above if the Player can give gears before speaking to him)
* Tried gear A
* Given gear B
* Given gear A
He…
There are two main things to factor in:
1) You can override your game's camera perspective on a per-scene basis. The option to do so will appear in the Scene Manager before it is used to organise scene objects. This is because organising the scen…
Thanks for the details.
It's possible to run a Cutscene when hovering over a Hotspot by attaching the Event Runner component to it, and defining a Hotspot: Select event for that Hotspot. You can then assign a Cutscene that will run when that speci…
This thread is a year old, now. I'll need updated information:
* What is your AC version?
* Are you using the same script above?
* Have you made the replacement mentioned above?
* What are the properties of the Menu involved?
The Scene Manager's "OnLoad" cutscene will be called when that scene is opened as the result of loading a save-game file - not when the user opts to load a file while that scene is open.
Are you looking to run this when the user clicks a …
The ImportSpeechEditor script would need heavily modifying to allow for the changes you're looking to implement in your CSV file. Any code changes I'm referring to would go in there.
With "end of the block", I'm referring to the block of…
Welcome to the community, @samory.
The Click By Hovering Cursor Example component is not intended for any one Hotspot - rather, it should be added to a separate empty GameObject in the scene.
Are you looking to select the first Hotspot automatical…
Your images are cropped - is the Animator on the sprite-child, and is the Animator showing the base layer?
Do the "Cannot play animations" warnings go away if you disable your custom script?
Your script disables the sprite child, which w…
When Hotspot detection is set to Player Vicinity, then AC will automatically select a Hotspot within the Hotspot Detector. It's not possible to have no Hotspots be selected - but it is possible, through the SetSelected function - to dictate which d…