So far as I understand it, you're not technically limited to preloading one scene at a time. However, it's not possible to then "forget" about a preloaded scene without that scene being opened.
If you're looking to preload as a way of sp…
The ConstantID script has a series of GetComponent static functions that return a component based on a given ID number.
Example:
Hotspot myHotspot = ConstantID.GetComponent<Hotspot> (1234);
Disabling the Cursor system with the Engine: Manage systems Action doesn't hide the cursor - it prevents AC from affecting it at all.
If you use Software rendering - which AC manually draws each frame - this will be enough. For Hardware rendering,…
Thanks for clarifying. This sounds like the right approach.
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A script isn't necessary for here, parameters should be enough.
Create an Inventory Item parameter, and begin your ActionList with an Inventory: Check selected Action. Check for…
Not Journals - but Documents, yes. An InventoryBox element can be set to display Documents, in which case it'll show all Documents "carried" by the Player.
It should just be a case of casting the UnityObjectValue to an ActionListAsset:
_invActionList = (ActionListAsset) invInstance.InvItem.GetProperty(2).UnityObjectValue;
So that I'm understanding correctly: an Item has a "Use" interaction, but you'd want to override this when clicked if you're over a Hotspot, and use it with the Hotspot instead?
You'll first need to change it so that the Use interaction i…
@Rairun: Tony's advised me that the integration's been updated - but you'd need to remove the existing integration before importing it.
Essentially, though, it's just a case of moving the integration's custom Actions out of the main AdventureCreato…
Version 1.80.1:
* Added: The About window now automatically checks for updates
* Added: Parameter support for the "Hotspot: Run interaction" Action
* Changed: Action comments are now printed in the Console before the Action is run, not af…
Try this:
https://paste.ofcode.org/3a577tTRcGQQWv8LRdb8EqQ
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Set your Movement method to Point And Click, then under "Movement" settings set NavMesh search direction to Straight Down From Cursor, NavMesh search % to 0, and then Move…
Try using an Active Input - which is a way of running an ActionList when a given input is detected. The Active Inputs editor is accessed from the top toolbar.
You might find, though, that you need more control over when it can be run - e.g. when n…
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Documents are a way for you to present the player with pre-written text that can optionally span multiple pages. It's more intended for e.g. picking up a letter, with the option to add it to a separate "Inventory"-like system if t…
It's hard to glean exactly why, as the logic flow / custom scripting is specific to your project - but it sounds like it needs a frame to update things.
Try using a wait time of -1. A negative value causes it to wait exactly one frame, regardless …
Recreated, thanks.
The warnings are harmless - I'll remove them in the next update, but you can also do so manually by opening ActionContainerCheck and replacing line 122:
BeginHorizontal ("");
with:
BeginHorizontal ();
You can use the MenuGraphic's SetNormalGraphicTexture function, passing in the sprite's original texture:
test.SetNormalGraphicTexture (GameObject.Find("xxx").GetComponent().sprite.texture);
If you're setting this to a sprite in script, …
I need to see your full Settings Manager - how are Hotspots being detected?
If you're using a Hotspot Detector, try replacing the line you mention with:
Hotspot[] hotspots = KickStarter.player.hotspotDetector.GetAllDetectedHotspots ();Hotspot hots…
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Thanks. What platform/OS are you working on? I suspect this is an issue with the drag-and-drop feature, which can be troublesome in some systems. For this reason, it's made optional - and can be disabled in the Adventure Creator section o…