The formatting isn't correct. I'm not sure exactly what, but use this to set the answer string instead:
string answer = t.ToString (@"hh\:mm\:ss");
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What are the errors, exactly?
Ah. It's down to a "quirk" of Unity's UI system - to manually select a UI object, you need to do so at the end of the frame.
Try this instead:
using System.Collections;using UnityEngine;using UnityEngine.UI;using UnityEngine.EventSystem…
Welcome to the community, @jamesdillon.
You can halt the Player by calling the Player component's Halt function.
This can be called through code with:
AC.KickStater.player.Halt ();
Since the Player is spawned/assigned at runtime, however, you ca…
I'd say the best way to handle this would be to convert the companion into a Player character, enable Player-switching in the Settings Manager, and assign the companion as an additional Player.
Then, when their Hotspot is clicked, you actually swit…
Welcome to the community, @SnarkHunters.
Through scripting, yes: you can hook into the OnHotspotSelect / OnHotspotDeselect custom events to react to any Hotspot being selected and deselected.
This can either be done through code:
using UnityEngin…
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Switch to Unity UI for your Menu's Source, and then re-arrange the slot Buttons in reverse order.
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In the Settings Manager's "Inventory" panel set the Selected item's display field to Hide From Menu.
What's the exact behaviour - does "ExitDoPole" run before or after the Interaction of the other Hotspot being clicked on?
I can't recreate the issue from the above description - if you can provide steps to set this up, I'll follow them an…
It's an old post - Global Timers are now an official feature. They are defined in the top toolbar's Timers Editor, and controlled using the Variable: Set Timer Action.
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A bug currently exists whereby a completed Timer cannot be restarted. …
I'm unsure about an official change - I think it's a bit too specific a behaviour to make optional, and I'm unsure how a default change would be met with others.
Adding this behaviour through a custom script, however, is very simple:
using UnityEn…
It's not a complete fix, but this should do it until the next update. Open up the MenuCycle script and look for the code block (around line 778):
else if (_mouseState == MouseState.RightClick && rightClickGoesBack){ CycleOptionBack ();}…
It's difficult to tell what the issue might be from this. If you can zip up your project, PM me a link with instructions on how to see the issue and I'll take a look.
Just to confirm: is line 48 of your script the following?
backgroundMusic.setParameterValue ("AT", 2);
If so, it looks like this is an issue with FMOD (or the calling of its functions), rather than AC. I suspect the playback interruptio…
Actions run independently of one another - its the ActionList itself that determines when each of them get run.
To have two Actions run at the same time, branch them both off an ActionList: Run in parallel Action.
As this is a visual issue, could you share images of the menu/element's properties, as well as how things appear in the scene?
For full animation control, though, you're best off relying on Unity UI for your Menu - and then an Animator to control a…
A custom Action that checks the current language can be found here:
https://adventure-creator.fandom.com/wiki/Action_Check_Language
Chaining these together with Scene: Switch Actions would let you open different scenes depending on the current lan…
You don't need to set the Link to to Custom Script in this case.
Try merging your Start and Awake functions, and making sure the script is only running in AC scenes:
void Start(){ MGActive = AC.GlobalVariables.GetVariable(8); MGActive.Boolea…