From your description, it's not possible to tell the reason why it's not working for you.
UFPS requires that you have "Mouse X" and "Mouse Y" declared in your Input manager. Are these present?
Otherwise, check your Player pr…
You need to attach the appropriate Remember script to GameObjects you wish to save data about. To save an object's position, you'll want to attach the RememberTransform script to it. Doing so will cause Adventure Creator to store (and later re-sto…
Have you already got icons displaying in your scene? If not, you do this by creating Hotspots in your scene to mark out the click areas. In the Settings Manager, you can then opt to display "Hotspot icons" over these during gameplay.
AC…
If you're relying on AC's own Menu system, you can change the thickness on line 247 of MenuLabel.cs (AdventureCreator/Assets/Scripts/Menu). The second to last parameter, 2, describes the thickness.
If you're using Unity's UI system instead, you ca…
My apologies - I got my functions mixed up. This should work:
KickStarter.saveSystem.LoadSaveGame (saveID);
You'll want to place it inside a C# script.
Again, you'd just set it through your own script. Your screen width, for example, can be read with Screen.width - so you'd just scale your GameObject by some multiple of that.
I've been looking into this for 1.42 - you made an excellent point on the "universal way". Of course, there's no magic solution for automatically plugging two together, but 1.42 will bring some changes that should make custom motion contr…
Since this is an issue on your machine, you'll have to bear with me a little. Open up the script Serializer in AdventureCreator/Scripts/Save system. Look for the following line around 97:
public static T DeserializeObjectBinary <T> (string …
There's got to be a step wrong here. If you add an asset to an ActionList asset's Action, then the field reference will remain intact. The only time the reference will disappear, but the "Recorded ConstantID" remains, is if you reference…
3) I'm just going by Unity's description of the function involved. If it's wrong, it's wrong.
5) A custom Action could do whatever you want with variables very simply.
6) Which variable is always being set to 0 - 10_zar or sonuc? Again, a custom…
The PlayerMenus error just needs to be changed to AC.PlayerMenus - you're missing a namespace.
A popup's value can be found with:
AC.GlobalVariables.GetVariable (xx).GetValue ();
Just so you're aware, you can easily link a UI button to an ActionLi…
See section 12.6 of the manual. You can load a game with:
AC.SaveSystem.LoadGame (saveID);
where saveID is the slot number you want to load. Rather than using an Action, instead place this in a function within a custom script. The Hotspot can b…
AC's Unity 5 compatibility is still not guaranteed while it's in beta. The error refers to the new UI - it's likely this may fix itself as Unity 5 continues to be updated.
Display them in a dedicated "Tutorial tip" Menu. Place a Label inside it, and set it's value to a Global Variable. Then create a Global Variable string, and reference it in the Menu Label, so that the label display's it's value.
You can…