Thanks for the feedback, @stelabouras.
OnVariableChange was removed due to both its broad usage compared with the Event Runner's ability to filter by variable, as well as its (relative) lack of use, where it was taking up prime space in the Game Ed…
When mixers are used for audio, AC will set the attenuation parameter - nothing else. I don't see any issue with the setup, but I'd imagine this is Unity related.
The use of a custom save label shouldn't factor in - though I'd recommend unchecking it until the issue is resolved.
The thing to look at is the "Save slot index" variable - what is it being set to at runtime?
To fix, open up AC's MenuGraphic script and replace the line:
if (graphicType == AC_GraphicType.Normal && graphic.texture != null)
with:
if ((graphicType == AC_GraphicType.Normal || !Application.isPlaying) && graphic.texture != nu…
Looks like a bug, thanks for the report - I'll look into it.
Temporarily setting the Graphic type back to Normal should correct its size, but switching over to Unity UI for the Menu's Source will get rid of the issue entirely - and it's a setting I…
PageText is an element further up in your Documents menu screenshot - it's used to display the page text of the currently-open Document.
You don't need to set it up as a Journal, keep it as Documents as you are now. A Document is a special type of…
A Journal has its pages entered directly into the Menu, and they can be added to at runtime.
A Document has its pages entered within the Inventory Manager, and these are fixed.
Your Texture menu needs to reference the element that displays the pag…
Is the note interactive, or just a texture?
It sounds like the Documents may be the right fit for this.
Documents don't necessarily need to have accompanying text/pages - you can define a Document in the Inventory Manager and just assign a texture…
I will still need a saved copy of the scene to work with. If you have no "before" scene, is there an "after" scene that you can PM me that demonstrates the issue?
You likely wouldn't need the SetupOptionsMenu script - just change the variable to a Boolean ("IsFullScreen"), and have the custom Action update the resolution this way:
override public float Run (){ bool isFullScreen = GlobalVariables…
Ah, its because the Graphic element is set to display "Document Texture" - which refers to the Texture of the Document itself, rather than individual pages.
Set this instead to "Page Texture", link the Journal element via the fi…
When using the Save: Save or load Action to manually save the game, the slot used is determined by the variable assigned in the Integer variable field. Is this being correctly set?
The tutorial sets the "Save slot index" variable by refe…
What are your AC/Unity versions?
You mention the neck Hotspot relying on a Box Collider - is that the 2D or 3D variant?
Generally, the detection order should be based on distance to the camera - so nudging the neck Hotspot's position on the Z-axis…
Check that your Menu relies on the same GKConversationUI prefab as the one you're using - or at all.
For the prefab to be used, the Menu's Source must be set to Unity Ui Prefab, and the prefab needs to be assigned in the Linked Canvas prefab field.…
No obvious cause springs to mind.
* At which point - saving or loading?
* Does this occur in builds or the Editor?
* Is there a stacktrace to go with the error?
* Do the "Player health saved / loaded" logs show?
I can't give an exact method, but the scene-handling code is inside the SceneSwitcher, SubScene and ActionScene scripts. I'd suggest importing just those and seeing if there's any amendment necessary to have them work with the older version.
You can create an InventoryBox element, and set its Inventory box type to Collected Documents, to display a list of all Documents collected by the Player. Clicking one will then "open" it, populating the elements in your existing Menu wit…