Before you open up the Game Editor, be sure to follow this tutorial first to make sure the GameEngine tag is defined. This is also described in section 1.1 of the manual.
To help separating errors with AC vs errors with UFPS, I would recommend rem…
It wasn't - it's left out of that action intentionally. The Hotspot: Change interaction Action needs to know exactly which Hotspot it's affecting before it can show the appropriate options. What are you trying to do with the Action, exactly? The …
And AC 1.40b was all find in 4.6.0? What platform are you on?
Thanks for the warning. I'll update to 4.6.1 myself and see if this is a general issue.
EDIT: Works fine for me. I'll need to know more about your system.
It does make sense, though the answer isn't totally clear to me. The key thing would be to map a Global Variable to your "save slot", so you always know what slot to save to.
A custom Action (see this tutorial) would let you save the gam…
Is it possible that your Load menu is closing MenuExample when it appears, because it's opened with a Crossfade?
As for turning off menus - no, you must be specific. But you can disable the menu system completely by using the Engine: Manage system…
Wow, this is quite complex! Kudos for having gotten a ways into this already.
Is there any built-in way to spawn an item into the scene with a unique
interaction script that will point to that game object, hotspot, and
inventory item?
The Object…
The language number can be determined with:
Options.GetLanguage ();
So to assign this to e.g. a Local integer Variable of ID=2:
LocalVariables.SetIntegerValue (2, Options.GetLanguage ());
Does your sub-menu pause the game or not? If it doesn't, but the main menu does, this would be the expected behaviour. Lock your sub-menus and try again.
If not, try using the Player: Constrain Action - you can use that to disable free-aiming (an…
The "Appear Type: On Input Key" is there more for convenience than anything - there's other ways to do it.
Instead, you can have a looping ActionList that runs in the background. Make it check continually for the input (with the Input: C…
This sounds like a problem with SMP 3, more than with AC. It's likely because the Escape key pauses the game when used in AC - you can confirm this by locking off the "Pause" Menu in your Menu Manager, so that it won't turn on when you pr…
You'd need a custom Action for this. A tutorial can be found here. It's quite simple, this is all you'd need in your Run function (change 0.5 to your desired scale).
float newScale = 0.5f;
AC.KickStarter.player.transform.localScale = new Vector3 …
If you have a movie clip stored as a prefab, you can use the Object: Add or remove Action to add it into the scene when you need it. Movie clips in Unity are explained here.
An option in 1.41 will be added to hide the icon if it's occluded behind a wall. Note that this will only account for the actual icon point, not the hotspot volume as a whole. Should be good enough for most cases.
If by open-ended you mean large scenes, AC certainly doesn't "cap" the maximum number of objects etc., but each scene is assumed to be separate: i.e. scenes aren't together, so your open world would have to be one large scene.
From these error messages, I think the "Engine: Check scene" Action might be a red herring. This is to do with an NPC's animations not being properly retrieved.
Open up Scripts/Static/AssetLoader.cs, and insert the following into the top…