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ChrisIceBox

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ChrisIceBox
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  • Switch over to UnityUI - it offers much more control over how the Menu reacts to different aspect ratios. Generally, I recommend using Unity UI for final menu design, while AC for rapid prototyping. A tutorial on Unity UI menus can be found here. …
  • No worries. Place the code in a C# script named AutoSetLanguage, and then place it in on an empty GameObject in your game's opening scene. Alternatively, you can do away with the events, and instead make it a public function, i.e.: using UnityEng…
  • Is custom code involved? The PlayerCursor component is attached to the per-scene GameEngine object - when you switch scene, the game will rely on a separate PlayerCursor instance. If you're affecting it through script, you'll need to re-run the sa…
  • Generally, I'd recommend relying on Unity UI when dynamic scaling is involved - it offers a lot more control over how elements expand to fit their content. With Unity UI, you can make use of Unity's Content Size Fitter component to adjust the size …
  • Attach a Trigger component to the Fireball, and configure it to detect the Ship. You can avoid the use of Rigidbodies by setting the Trigger's Detection method to Transform Position. Increase the # objects to detect field by 1, and then add the sh…
  • An ActionList running in the background won't cause a "gameplay" menu to disappear - check that there isn't anything else running at the time. The best way to debug such situations is to enable the "AC Status" box at the bottom …
  • I believe this is down to the new AC.asmdef file in the Scripts folder creating a conflict with existing Events defined in the Events Editor - apologies for the hassle. You should be able to remedy it by removing the AC.asmdef file - but for future…
  • (Quote) Open up AC's MenuSavesList script and look for the following (around line 864): if (newSaveSlot && _slot == (numSlots - 1)) Replace with: if (newSaveSlot && !fixedOption && _slot == (numSlots - 1)) Does that fix t…
  • What platform/OS are you running on? I'll attempt a recreation - is this occuring in similar lists as well, e.g. the Menu Manager? A possible temporary workaround: the "Adventure Creator" section of the Project settings has an "Item…
  • This is too complex a logic chain to deal with in one go - we'll need to start at the beginning and work from there. (Quote) Is this to say you have 20 separate SavesList elements, each with Fixed Save ID only? checked? If so, the main difference …
  • You do not need to add any custom scripts to get around this - you can leave worrying about the underlying code to me. Before I can make any potential changes/fixes to the codebase, however, I will first need to be able to reproduce the original is…
  • It's not exactly the mechanics that AC is intended for, but it may be possible with some tricky use of the Object: Transform and Physics: Raycast Actions. As with your sliding box puzzle, attach a Moveable component to the ship (remove the NPC etc …
  • What camera type are you using, if not a first-person one, to move the camera with the mouse? If it's a custom one, you could incorporate the behaviour into the script. Though, I'd say the easiest way would be to use a separate GameCamera: one at …
  • You should first change the Panel's alignment and pivot to the left edge, so that it always covers the left edge without overlapping the top/bottom edges (of the natural screen, not the AC-enforced one). To do this, go to the Panel's RectTransform,…
  • An Objective can't be defined as being for a specitif Player, but If you check an Objective's Per-player? option, then you can dictate which Player is given that Objective when using the Objective: Set state Action.
  • The default Pause/Options/Save/Load menus pause the game automatically, because their Pause game when enabled? property is checked. To pause the game manually through script, you can use the EnforcePauseMode property: AC.KickStarter.stateHandler.E…
  • I can't reproduce this issue from "On Input Key" alone - only if the Menu has Pause game when enabled? checked. In this case, it can be fixed by checking Use Unscaled Time in the Simple Scroll-Snap component.
  • If the "Language:" label is pulled from Localization, and the actual language name itself is from AC, then it sounds like the other way around - AC is updating, but Localization is one click behind. Or am I misinterpreting? I think the b…
  • You can set the AC language manually with the SetLanguage function. If you have a language index for a given system language, you can set it based on that: using UnityEngine;using AC;public class AutoSetLanguage : MonoBehaviour{ void OnEnable (…
  • Yes, that's it. You can optimise it by storing a reference to the variable, but it'd be a minimal difference unless you're setting it every frame: AC.GVar myVariable = AC.GlobalVariables.GetVariable("varname");myVariable.GameObjectValue …
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