The volume levels are stored in the PlayerPrefs by way of the Options script. Whenever a Slider that affects one is moved, it'll re-save the PlayerPrefs with the new value. You can store a Global Variable's value in the PlayerPrefs in the same way…
There's actually a dedicated function for checking inside the Rect, because it incorporates things like aspect ratio correction, etc. Try this:
menu.GetRect ().Contains (playerInput.invertedMouse)
Where PlayerInput is a script attached to GameEng…
A difficult one. It's less noticeable on my machine, but the symptoms suggest it's due to a discrepancy between the time that AC and UFPS update their cameras.
AC basically "sticks" it's MainCamera to whichever the currently active camer…
Please keep such source controls private. As for how I might adopt such changes, it all starts with a PM! Let me know what changes you've made, and I'll consider incorporating them.
And done. Took a while to find the culprit, but sure enough, it's a simple fix:
Open up ActionRunActionList.cs, and look for the End function starting line 198. Then, just remove the second if statement, so that the function reads:
override publ…
Likely a while, as there are many other things to be done. If the script changes are minimal (and they should be, seeing as this works if the two Engine: Run ActionList Actions are in a Cutscene), I'll post the changes you can make yourself here.
1) For freeaiming with the mouse, yes: CursorHorizontal and CursorVertical must be set to mouse movement. But if you want to map them to e.g. keyboard keys, or a Controller axis, then it'll still work. You can use these axis to control free-aiming…
You can use the Variable: Check random number Action to run a different chain of subsequent Actions at random. If each branch contains an Engine: Pause game Action set to pause by the same amount as the random value, you can delay the Action after …
The other thing you can do is Lock/Unlock specific Menus in between each Dialogue: Play speech Action. You'd have to use separate Menus for each "style" of subtitle.
You could build a parameterised ActionList to combine each Menu: Change…
@danielvierna: I'll look into giving CS-mode multiple Interaction fields. The main problem is ensuring that existing Hotspots update automatically: it's been this way for so long that it couldn't be done if it meant users had to manually re-build t…
The changing of Music, SFX and Speech volumes are all built-into AC's Slider element. Look at the default Demo_MenuManager asset: The Options menu has sliders that affect all three without the need for Global Variables. These values are all decima…
Thanks for the comprehensive image.
You need to assign your HotspotDetecter GameObject to your Player Inspector. Look for Player settings at the bottom, and drag your HotspotDetector into the Hotspot detector child field.
To get this working as a…
It should be automatic when set to Touch Screen. Are you testing on a device, or in editor?
Know that you can also use the Menu: Check state Action to determine if an element is visible or not - saving you the need to dedicate a Global Variable fo…
The PlayerInteraction script has a public function called GetActiveHotspot (). If it doesn't return null, the cursor's over a Hotspot. See if that does the trick.