Save game labels are stored in the Options data, so that they can be accessed without having to load the save files themselves.
To have this work across machines, you'd need to also transfer this data - but it would mean their own options / profile…
Welcome to the community, @boomstick138.
The First Person player prefab is now integrated into AC itself - it can be installed as a Template using the New Game Wizard.
To install into an existing game, run the New Game Wizard via the top toolbar, …
It looks like this is a case of the Graphic correctly linking - as AC is affecting the assigned Image.
The issue is that there is no texture assigned in the Graphic element's "Texture" field. At runtime, AC will apply this texture to the…
I'll need more details - what save file handler / format are you using, if not the default, and do they appear correct after a restart? Please start a new thread for this.
You can use scripting to override the drag behaviour, but it's a case of calling the GetHeldObjectData function, which returns a class that lets you modify the properties / override drag input of that particular instance.
A script on the AC wiki th…
Firstly, switch over to Unity UI as the Menu's Source. The built-in "Adventure Creator" option is really best suited to rapid prototyping at this point.
With Unity UI, each Dialogue Option slot is linked to a Button - and AC will control…
That'll work, but if your game makes use of Audio Mixer Groups, you can forego the Sound component and just assign your Speech mixer to the Button's AudioSource.
Speech lines will always have the ability to assign audio to them, but unchecking Auto-play speech audio files? in the Speech Manager will prevent them from being searched for and played back automatically.
It depends on how you're using the motion controller - are you having it read AC's "intended" position based on the built in e.g. Point And Click movement method, or are they moving under entirely custom means without AC's involvement?
If…
Looks like it's down to the older version you're using.
Try copy/pasting this into your SaveFile script:
public DateTime GetUpdatedTime (){ int newTime = 200000000 - updatedTime; TimeSpan ts = new TimeSpan (0, 0, newTime); DateTime old = …
Looks like something's gone wrong with the Interaction ActionList somehow. The error won't reveal how this would have happened, however.
It should still run as intended - AC will bypass the issue - but to clean it up you can create a new Interacti…
If you're using Software or Hardware cursor rendering, the "item count" label will be shown in the centre.
If you use Unity UI, however, then this is shown within a Text component that you assign in the Unity UI Cursor component, which yo…
Welcome to the community, @TScorpio.
Are you displaying the cursor within your Interaction menu, i.e. as a result of setting your "Interaction method" to "Choose Hotspot Then Interaction" mode?
In this mode, such icons are show…
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That's right. They'll be re-assigned at runtime anyway, so it should be safe to do so.
Give things a test, and if this change causes things to work, I'll consider making it an official change.