We'll need to first rule out this being an issue with the variable.
In your Save: Save or load Action that runs the "Overwriting Existing Save** method, replace the [var:224] token with some set text, e.g. My custom label.
Does that appear wh…
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Timestamps are recorded using the system timezone - what is this currently set to?
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Do any relevant messages appear in the Log files? In builds, these will display logs/warnings that would normally show in the Editor's Console.
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To be clear: does the custom function run correctly so long as an item doesn't have a "Use" interaction?
If so, try checking Prevent interactions? in the InventoryBox element, so that it forces the item selection. It should then just be …
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An example script that allows for this behaviour can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Switching_input_method_dynamically
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From this alone, I'm not sure you require a custom motion controller - the N…
You shouldn't have to resort to editing PlayerCursor - you can hook a custom script into the OnChangeCursorMode custom event.
Something along these lines:
using UnityEngine;using AC;public class BypassMainCursor : MonoBehaviour{ void OnEnable (…
Does your Player rely on a Character Controller, or a Rigidbody + Capsule Collider combination, and is there a difference if you switch to the other?
It looks like a wall collision issue. I see you've got a "NoFriction" material attached…
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That's my understanding of it, yes.
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The video does seem to suggest that's the thing to check for - be sure to have the save reference the "Slot index", and not the "Save ID".
Were you able to recreate the issue …
Thanks for the details.
The GatherSaveFiles function currently returns a List of SaveFiles. Would it be enough to have it instead accept a callback of the form:
void GatherSaveFiles (System.Action<List<SaveFile>> onComplete)
?
If so…
Welcome to the community, @Disfemis.
You can't directly affect the contents of an unopened scene, but what you can do is rely on Global Variables to keep track of changes, which can then be checked when a scene opens.
Both of your examples could r…
Did you update anything else at the time?
Are other inputs from the ControlsReader asset working, and what is your Input System package version? It may be that the latter was updated along with a Unity 6 import.
What's your Interaction method? Is your Inventory box displayed as part of an Interaction menu? Inventory interactions are typically one or the other - they'll either always run an item's interaction, or a Hotspot's.
To have a hybrid, you'd need …
If you use Unity UI for your Cursor's rendering, you can attach a script that controls a Canvas Group's Alpha value to fade it out after a set time.
Something along these lines would do it:
using UnityEngine;using AC;public class NANTest : MonoBeh…
What are your AC/Unity versions, what is your "Cursor rendering" set to, and what are the full settings of the cursor's texture? Screenshots of this, your Cursor Manager, and the issue occuring will help clarify the issue.
To be clear: this is as displayed in the Menu, as opposed to the Save File Manager?
Does the label appear correct itself after a restart of the game, before Autosaving again?