This should do it:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInventoryCategory : ActionCheck { public int categoryID = 0; /…
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If you've already written a custom script function that makes your intended check - i.e. a function that returns a bool value - share it here and I can help convert it into a custom "check" Action.
To clarify: this issue only occurs when using your custom script?
Switching levels manually is a separate operation to loading a save file. When you load an AC save file, AC will handle the scene-switch automatically based on the data within.
AC …
You can fix the error message by adding this just above:
if (_event == null) continue;
That won't resolve the underlying issue with events, however. Do all the events you've defined run correctly?
Yes, the [timer] tag will let you do this with a time-formatted display. You can currently use the [var] tag, if you've linked the Timer to a variable, but it'll show the raw value, not one formatted to appear like a time.
What is it exactly you're looking to do that makes the provided "Restart Game" command unusable in this case? That would essentially perform the same operation - clearing the data of each scene.
* Afraid not - you'd need the use of Unity UI for any custom animation. Do any error messages appear when using Unity UI?
* You don't need custom code if invoking the input is enough, but if you did - create a new C# script, and place the code in a…
You can map SkipSpeech to the same input button that Submit is mapped to, but I'm not clear on the reset behaviour you're describing. Does your ActionList run in the background?
By design. The Title screen Menu pauses the game for consistency with the other menus, e.g. Save/Load/Options that it connects to.
To navigate it directly, either allow direct-navigation while paused and assign an element to auto-select (it it use…
What's the underlying issue preventing you from currently using the same Container menu for both situations? If it's a case of the two Menus having different properties, you can adjust these at runtime through code - see this tutorial for details.
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1) You wouldn't involve a new Menu for this - if you use Unity UI for your Inventory menu's Source, you can attach an Animator and a script to each of the Buttons that display items, and have an animation play if the item represented is the one that…
Resetting the game via the Action is the easiest way. You can reset through scripts, but when it comes to scene data it's all or nothing - you can't reset the local variables of a given scene, rather you reset all data within the scene, Remember co…
The screenshot is of the third-person camera. Are you referring to the walk speed of the character itself? That's independent from the camera - the walk speed of the Player character is set in their Player component.
As it's a visual issue, any video/screenshots you can share to illustrate it will help clarify the situation.
AC won't control the rotation of your assigned "sprite child", so it may be that you can look into a custom script that handles …
Welcome to the community, @Noserdiver.
Apologies for the confusion. Since recording, the Character wizard button in the top toolbar has been replaced with separate "Player" and "NPC" buttons in the Scene Manager's "Prefabs…