Thanks - I wasn't aware of that.
The API has indeed been updated for all sources. I've amended the wiki script to reflect these changes - give the scripts a try now.
A custom Action that lets you wait a random time can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Wait_a_random_time_within_an_specified_time_range_(Action)
Having Integer parameters override Action float fields is a good ide…
You can create a global Float variable to represent the Energy, and then display it in a Slider element.
A background ActionList asset can be made to increase its value over time. Begin with an Engine: Wait Action of 60 (seconds), and then run a V…
The first screenshot is too blurry to make out - should the Animator component be enabled?
Best to enable the AC Status box via the bottom of the Settings Manager. That'll let you know if the game is currently in Cutscene mode, as well as the Acti…
What's the exact text of the dialogue speech? I'll attempt a recreation.
I'll also need to see the properties of the Label element that displays it, and the Speech Manager's "Subtitle" panel.
The deletion of inventory items should have no bearing.
When you did you grab the Arranging Puzzle template? Older versions of the template did have a dependency with the Inventory Manager, but that's no longer the case.
Try backing up your proje…
Use Unity's Profiler, with Deep Profile enabled, to get to the source of any framerate spikes.
General Unity optimisation/performance tips can be found on Unity's own site / Google, but AC-related tips can be found in the Manual's "Performance…
Using the Events Editor's Scene: Begin game event is the way to go, yes.
As the script has an Update loop, however, it'll need to be in the scene to run. To do this, have the event run an Object: Add or remove Action to spawn it in when the game b…
Welcome to the community, @pulpaulaa.
This may be due to a change on the Yarn Spinner side. It was previously a free plugin, but has since been made into a commercial product - is the latter the one you're using?
Does the issue remain if you (temporarily) switch back to AC as the Menu's Source?
Try replacing:
bool hideInventoryIcon = (KickStarter.playerMenus.MouseOverMenuElement == button);
with:
bool hideInventoryIcon = KickStarter.playerMenus.MouseOver…
See the Manual's "Saving and loading overview" and "Saving scene objects" chapters for full details on how the save system works.
Essentially, though: AC will automatically save anything that it knows it should. This'll include…
The parallax effect ought to be applied as an offset to its original position.
Are you spawning the prefabs in at runtime, or are they being placed manually in the scene beforehand?
As this is an animation issue, I'm not clear enough on the effect…
I can't recreate such behaviour.
* What is your AC version?
* What is the Menu's Source set to?
* Is the Cursor Manager field set back to "Change Cursor" once the menu turns off?
* Are you certain the Inventory item is still selected (cli…
OnInventorySelect / OnInventorySelect_Alt will both trigger when an item is selected. The difference between them is only the parameters that get passed - with the latter passing both the item's instance as well as its source. If unsure, use this …
What are your AC/Unity versions? I cannot recreate the issue with the same settings on my end.
You're certain there are no other Scene: Switch Actions involved?