It's already done for the context-menu (i.e. right-clicking) because it knows just where to put them (right where the mouse is).
It doesn't work for the top-toolbar Paste menu, as your first GIF shows. At the very least, I can make sure pasted act…
@outtoplay: AC's undergone so many refinements in the last few months that video tuts would have quickly become outdated with each new release. Tutorials with text and images can be updated as and when needed.
But, I do appreciate that sometimes v…
Are you using both the latest AC and UFPS packages? Are you using Unity 5 or 4.6, and what are your various cursor-related settings under "Interface settings" in the Settings Manager set to?
I can't speak for the UFPS-side problems, but …
The "OnVarChange" is more of a helper than anything - and you wouldn't need it here because the variable, when changed, affects something in another scene anyway.
It doesn't need to be in the OnStart cutscene, but before you call Dialogue…
Yes, RememberTrigger is used to save the state of a Trigger.
And to disable a Trigger mid-game, send the "Turn Off" command to it using the Object: Send message Action.
Look under "Interface settings" in the Settings Manager for the various cursor-lock options.
And @rgdyman is correct: the default Menu is completely customisable. To remove the menu at the bottom-left, go to the Menu Manager. The menu i…
Yes, you could use Unity UI to place your slot 0 wherever you want.
As for transferring saves between episodes - yes, that would be possible. Custom coding, sure, but there wouldn't be a problem with incompatibility.
The caveat would be that you'…
The "charState" enum on Players and NPCs changes between Idle, Move, and Decelerate when moving. You can read it with:
AC.KickStarter.player.charState
And a boolean check for whether the player is running:
AC.KickStarter.player.isRunni…
No - that doesn't mean anything. You can't declare a function and run in at the same time.
This isn't a scripting guide forum, but this would probably do it:
PlayerPrefs.DeleteKey (ppKey);
AC.KickStarter.options.SendMessage ("Awake");
…
Currently it's not possible to affect the dialogue options in another scene directly, but @Xidore's suggestion is the correct way to get around this for now.
That function had to be added because Unity 5 doesn't allow for non-convex trigger colliders. I will see about disabling it for Unity 4 users in the next update, but at the moment I don't know of a better way to get around the rather annoying chang…
I don't see the harm of it being present in the options data until you reset - it won't affect the linked variable, and automatically resetting options data might annoy some users.
@shawneclark: Glad I could help. Yes, the Object: Transform Action would be of use here - be aware that you can also supply a Marker point to transform to, rather than entering the exact co-ordinates.
@MaaS: I like the suggestion, but it would cau…
Haven't heard of this before - did you try re-importing them into the Actions Manager? If you do so before editing any ActionLists, they should restore properly.