Global data is stored in the MainData class within the SaveData script - LevelStorage is for per-scene data, which is loaded on scene changes as well as when restoring saved games.
As domx suggests, you'd be better off storing your string into a Gl…
If your character only moves one direction - you don't need to have the "_L" suffix, just call it walk and uncheck the Multiple Directions box. Not sure why you got the error, though - that method should also work.
Thanks - this should be enough. I was thinking along the lines of a separate "Skip" function - the tricky one will be the Animation actions, but everything else should be fairly straightforward.
1) Have you set up your Inventory menu correctly? Is it that the menu itself doesn't appear, or that the inventory doesn't show in the menu?
2) Attach the appropriate Remember scripts (see the tutorial on Saving). You should have to attach the Rem…
Well, normally it is available for multiple inventory interactions - but with Choose Hotspot Then Interaction Mode, you first click the Inventory item - THEN the item you want to combine. Since you're only given a list of items that have defined in…
That's actually a feature I wanted to implement before AC was even released. An early experiment involved ramping up the timescale to something "close to infinity" for a moment, but failed spectacularly.
The AGS solution you mention does…
Can you take some screenshots? Need to see how the camera looks in the scene before/after playing, and the same for it's Inspector (Transform and GameCameraThirdPerson components, specifically).
That's right. The "2.5D" mode is mainly for Grim Fandango-type games, where the same scene is viewed from different angles, though the backgrounds are all pre-rendered.
Not that I'm aware of. You may find the baked NavMesh in a folder next to your scene of the same name.
However, if the NavMesh has been baked already, you could try placing down Segments without being so rigid in your accuracy to the NavMesh. I c…
In what way does it not work? It shouldn't be affected by the state of the Inventory Interactions settings - are you sure it wasn't down to anything else?
You could try changing to an "intermediate" scene that basically loads the correct…
a) If you mean that you are clicking through walls to pathfind to rooms that the player cannot see, try placing down CollisionCubes over the walls to block the cursor. If that fails too, try changing the layer of those particular CollisionCubes to …
Thanks for the alert!
You're best writing this in a separate script, since Actions are a part of AC, and I can't guarantee things'll work properly if you call this in that way. Looking at your code, though, it looks like it could be because of the…
This may have been sorted by the latest update, but if not, here's how the label itself calculates the height, assuming a fixed width:
Dialog dialog = GameObject.FindWithTag (Tags.gameEngine).GetComponent <Dialog>();
if (dialog.GetLine () != …
Little confused by your explanation: make sure that the clips in the Animator are properly named with the _L etc suffix. This is what the engine looks for when playing back animations.
When "Multiple directions" is checked, it looks for …
@skitt2051: Per-inventory unhandled interactions are found within the GUI for each Inventory item, underneath their regular interaction fields. Note that they aren't available for Choose Hotspot Then Interaction Mode when Inventory interactions is …