I couldn't give a definitive answer, as it would depend on the exact changes you made to v1.74.2. Rather than copying individual methods from SaveSystem, however, I'd say it would be safer to import the one from the latest release completely, and f…
The Save asset references with Addressables? option alters the format of save-game data - once you alter its value, previously-recorded save game files cannot be loaded.
Do your Remember Transform components have Save scene presence? checked? They…
The SkipSpeech input can be used to skip speech - this can be simulated through script to have it work with any key, and only when narration is being spoken:
using UnityEngine;using AC;public class SkipNarration : MonoBehaviour{ void Start () …
Are all the objects involved (including the Player and Hotspot detector) on the same position in the Z-axis?
What are your AC/Unity versions, and can you describe the exact behaviour in more detail? Is that to say such Hotspots are being detected …
While scripting would also be an option, you could create "locked" equivalents of each level item, have them added on start instead, and then use the Inventory: Add or remove Action's Replace method to swap out the locked item for its unlo…
Not concurrently, but you can use scripting to switch to Context Sensitive mode when beginning the puzzle, and back to Choose Hotspot Then Interaction afterwards.
How is the puzzle presented? In its own scene?
You need to write a custom script that contains a function that sets the setting's value based on the variable, i.e.:
AC.KickStarter.settingsManager.InventoryDragDrop = AC.GlobalVariables.GetVariable ("Inventory drag drop").BoolValue;
A …
There isn't - but it is possible to assign/remove clips from the Storage Window through script at runtime, so a custom script could feasibly assign these from Addressable when requested.
It's my understanding, though, that the "Compressed In M…
It should kick in automatically, so long as the character is stationary at the time.
Do you get any messages in the Console, and does the character have all the animations listed when you expand the "List expected animations?" foldout?
Recreated, thanks.
To test a potential fix: open up AC's Menu.cs script and look for the following, around line 957:
UnityVersionHandler.AddConstantIDToGameObject <ConstantID> (field.gameObject, true);
Just underneath, copy/paste:
_constan…
What's the output to the Console in this situation?
I wouldn't have expected the function to just continue on if the LoadGame function was taking too long, but AC now relies on a callback system to allow such operations to take as long as necessary…
You can do this with the Inventory system, by creating an Inventory item to represent each photo/level, and then displaying them in a Menu.
In the Inventory Manager, go to the Categories tab and create two Categories - Default and Levels. Any exis…
If you opt to use Audio Mixer Groups, then speech audio will be played through the assigned "Speech mixer".
You can then rely on a snapshot - using the Sound: Set Mixer snapshot - on this mixer when e.g. in a specific scene, to apply your…
I'm afraid I can't reproduce such an issue - translating a Document and displaying it in a Menu works on my end for both the Document's title and page text.
(Quote)
Is this to say some titles work and some don't?
Check your Console window for warn…
I cannot recreate such an issue with the same AC/Unity/Addressable versions.
Though: are you using an Assembly Definition file? That would need to be updated with the new assemblies now being used.
It's not an officially-supported platform, but I'm not aware of any difference to the way Addressables work - provided the Addressables have been built.
What do the logs say?
(Quote)
With the option checked, AC should be updating Sorting Order values at runtime - setting the values manually ought to make no difference.
Could you share images of the objects/windows involved?
The other approach is generally easier to man…