This may be possible already by injecting some custom code into the MenuSystem script.
Inside the OnMenuEnable function, check for the menu in question and call:
_menu.MatchInteractions (playerInteraction.GetActiveHotspot ().useButtons);
PlayerIn…
You may be able to get somewhere by using what you suggested: Inventory items.
Inventory items can be listed by name, rather than icon, and can also be categorised. By using custom menus, you can therefore list different types of items in differen…
The Inputs go in the GameCameraThirdPerson script attached to your camera, but they'll only appear conditionally: make sure your Spin and Pitch aren't Locked, and the Drag-controlled? is unchecked.
If you're switching scenes during the transition, know that AC also allows for a dedicated scene to be loaded in-between, to act as a loading screen. Look for Use loading scene? at the bottom of the Settings Manager.
I can add the ability for Sliders to only take certain values, but you could always places this in a Cycle instead: then you could have e.g. Graphics quality: Low, Medium, High, Very High.
As for adding a numbe beside it, just create a separate lab…
You need to reference the speechManager variable in the References prefab. Since your project folder may contain multiple Speech Manager assets, which one is currently active is stored in References. Use this:
AdvGame.GetReferences ().speechManag…
Well, the whole point of CS-mode was that you only have one Use interaction! If you happen to use Choose Hotspot Then Interaction mode, you can still emulate Context Sensitive mode when a Hotspot only has one Use interaction anyway: see the 2D Demo…
Can't say I've heard of this before. Does the NPC's position affect anything? My first guess would be that the colliders of the two GameObjects are interfering.
Still can't recreate this issue, so hopefully it's just something simple that's been overlooked. The CircleCollider2D's been set to "Is Trigger?", too?
I'll need to see screenshots of your scene (with the player / collider), and their fu…
Another bugfix update: 1.38c fixes a major issue when building for WebPlayer.
@DieHappyGames: Are your Hotspots also the 2D equivalent? Please post your reply in a separate thread.
The changes had to be made for bugfixing / stability purposes, and this may be a knock-on effect. But like I said - better to look at the root and see what else we can do.
Try using the Engine: Manage systems Action to disable Interaction etc when…
I don't understand your question. AC will adjust the sprite's rotation to make it face the camera, if that's what you mean. If you need help running animation events, I recommend asking on the official Unity forums.
You're referencing a custom method - there's no SaveFileIntoDatabase in either AC or Unity's framework. So it's impossible to answer without seeing the actual method!
In the case that myFileBytes takes a string, you can try calling the function in…
Critical bug - this will occur when building to the WebPlayer platform.
Will push a release out today - thanks for the alert, and apologies for the disruption
A ConstantID won't remember animation states.
In order to have an animation load correctly when restoring a save game / re-entering a scene, you have to set it manually within your "On Load" Cutscene, as set in the Scene Manager.
For exa…