It just compresses the raw save data before storage. I'd recommend testing on different browsers, but you should be fine so far as in-game consequences go.
Ah, so each icon acts like a toggle?
This should be achievable through custom scripting, though I should also mention that similar results could likely be gotten by using Inventory items instead of Interaction icons - since clicking Items twice wil…
You might get it down by remove unnecessary Remember components (if any), but you can also try checking Compress save files? in the Settings Manager. Old save files won't work with this checked, however.
Is this offset occuring only during the switch's transition, or even if you remove the transition time entirely?
The new camera in a transition ought to snap itself to its intended position just before the switch occurs. Are you working with the s…
It may be a case of the save-file being too large. On WebGL, AC saves data to PlayerPrefs, which has a 1MB file-size cap.
How large are your save-game files typically when saving on PC?
Can you access the Options menu? Try changing the volume, then closing and re-opening - are the changes retains?
We'll need to see what kind of error message gets output when the screen goes black - on WebGL, this ought to show in your browser's J…
Yes indeed - after using the Speech Manager's "Gather text" operation to scan your game for speech lines, you can then assign audio clips to play when each line is spoken.
A tutorial on this can be found here.
It's possible to access the Ambience audiosource through scripting to set the spatial blend with:
AC.KickStarter.stateHandler.GetAmbienceEngine().audioSource.spatialBlend
The issue is that (presumably) it'll need to be coming from a different rela…
If this is for speech in general, you can set this behaviour at the top of the Speech Manager. Check Display subtitles forever until user skips it?, and then Can skip with mouse clicks? to have this work with default mouse input.
The majority of Manager fields can be set at runtime through script - see this tutorial.
However, you could also approach this situation with a Timeline that runs AC Speech tracks.
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It's linked to the Default PlayerStart object - assign that, and it should show underneath.
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If it's installed, you'll have a custom EventSystem prefab in your Menu Manager that uses the integration's Controls Reader component.
Yes, I'd recommend a different approach as this way will most likely have unwanted effects elsewhere.
If you have a custom raycast that can get the hovered-over Hotspot, you can bypass PlayerInteraction and just show the Hotspot's name in a Menu ma…
Open up AC's PlayerInput script and find the IsCursorReadable function around line 984.
At the top of it, copy/paste:
return true;
Does that resolve it?
That feature is available with the latest release in the Character: Move to point Action.
If you can't upgrade, you can try importing the latest release into a fresh project and copying over the ActionCharPathfind Action.