Unless you're calling the Action multiple times or have local Music objects in the scene, music played using the Sound: Play music Action shouldn't restart upon entering a new scene.
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A Menu of appear type "Mouse Over" will only show when the mouse is over it.
Switching to Unity UI will make this easier because you can expand the RectTransform boundary without affecting the appearance of the elements within it.…
Are you getting any related messages in the Console? Try placing in a Debug.Log statement under that line in the code to confirm it's being run.
I'll need to see the wider context. Can you share your Settings Manager, your Menu, and a typical ite…
Can you share your full Settings Manager, and shots of how the Hotspot Detector is set up, with an example of it overlapping multiple Hotspots in the scene?
"Player Vicinity" Hotspot detection can be used to show Hotspots that are near the Player.
If Hotspots in vicinity is set to Cycle Multiple, you can use inputs mapped to CycleHotspotsLeft/Right to choose between different Hotspots when mu…
Check Unity's player and crash Log Files - any relevant details?
Did you apply the template following the included instructions, or add the Menu manually? Check that the Canvas prefab the Menu references uses a global string variable that's presen…
It's possible - so long as the property you want to control is publicly-accessible.
As it's not a standard Color property that the Highlight can affect automatically, though, you'll need to update it manually.
You'll first need to attach a custom …
A custom script can hook into the OnClickConversation custom event, and turn off all options that don't have the same ID as the option clicked:
using UnityEngine;using AC;public class AutoDisableConvOptions : MonoBehaviour{ void OnEnable () { Ev…
You'd need to modify the script - or set its values with another script - but yes, AC variables can be read with custom code.
For example, the value of an AC Global Float variable named "Blue" can be accessed with:
AC.GlobalVariables.Get…
Sorry - I was mixing up my property types.
_Diffuse is a Color property, while the above script affects a Float property.
You could use it to affect a new Float variable you add to the Shader, and then use that to affect the shader, but this modif…
An ActionList cannot store save data by itself - the variable is necessary for saving.
The "Auto-create" option beside the variable field can be used to quickly create a new Variable without going into the Variables Manager.
To avoid clu…
Spine has its own animation event system, details can be found here:
http://en.esotericsoftware.com/spine-unity-events
Otherwise, you can read an AC character's charState to determine if they are walking:
using UnityEngine;using AC;public class Pa…
The code should still be valid in the latest release.
Though, it assumes that you're using "Single" inventory interactions - is this the case? If so, you'll see an explicit "Examine" interaction field in your Inventory item pro…
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Yep, looks like the character's turning when they shouldn't be - though I can't recreate the issue on my end.
If possible, could you PM me the files involved? Hopefully it should only be a case of the scene, Managers, and the Player prefab…
The OnFinishLoading event now requires an integer parameter, assigned as the save file's ID number.
You should also unregister events in OnDisable:
using System.Collections.Generic;using UnityEngine;using AC;public class OnLoadStopWalk : MonoBehav…