The Remember Visibility component won't record the state of Canvases, and disabling one will prevent it from being accessable by the save system.
To control a Canvas's visibility so that the save system can record it, attach a Canvas Group componen…
Indeed, I saw the message - we need to compare the Inspectors of the character's root, to understand what might be going on.
Your video showed the issue occuring when Grace is a local Player - was this with Player-switching disabled, and is the Pla…
For turning animations, you'll need to rely on the "Sprites Unity Complex" animation engine - as this offers much more control over what the way your character is animated.
This mode relies on Animator parameters, e.g. "Move speed&qu…
Yes, an Integer variable to keep track of how many keys you've given it would be the way to go.
As you likely wouldn't need to keep track of this in other scenes, you could rely on a Component variable instead of a Global one, as this'll help keep …
Setting up crafting involves going to the Inventory Manager's Crafting tab and defining Recipes.
Details can be found in the Manual's "Crafting" chapter, and a tutorial can be found here.
To perform crafting in-game, you need to provide …
Received, thank you - though I will also need to know the results of the above as well.
In the two test videos you've sent (working vs non-working), how to the Inspectors of the character's root compare? It looks like a collision issue, with the c…
Welcome to the community, @nayadivide.
Sequencing together animated cutscenes, broken up with QTEs and dialogue options, is a mechanic AC is well suited for. It's suitability is more down to the techniques involved to create your cutscenes.
With …
The wiki script is just a helper - it can be amended if necessary. All it does, however, is cause an object to survive scene changes.
There's no limitation on how many Containers you can add to it - just add each as a new child object, with its ow…
Temporarily remove the Rigidbody 2D component, and re-enable Player-switching.
What does the Console display, and what is the exact issue that occurs? A screenshot or video may be best, if possible.
Are you running any Actions that affect the pla…
By design, OnStart will run whenever you start a scene through natural gameplay - i.e. switching to it from another scene, or beginning the game from here.
To run Actions only once, create a Local Boolean variable to keep track of whether it's been…
I'm not following the relevance of your screenshots - they're all related to your Save menu, i.e. manually-created saves. Autosaves are created through ActionLists.
How are you Autosaving the game, and checking if it has occured or not?
It's not an official integration, but if there's an issue between it and the latest AC release, by all means share details and I'll see if I can advise on what's wrong.
An objective can be selected by referring to its ID number, using the SelectObjective function:
KickStarter.runtimeObjectives.SelectObjective (objectiveInstance.Objective.ID);
Not without scripting - AC isn't intended for IF games. I'd recommend looking into an asset specifically designed for such game types in Unity.
If you did want to tackle it through custom means, you wouldn't rely on a separate Menu/UI for each sce…
I expect there's a few ways to tackle this kind of logic, but the way I've found is to use a PopUp or Integer variable that keeps track of the player's score.
If you know the current score, you can check if the chosen interaction is correct - repea…
If you disable player-switching, and assign the second character in the Settings Manager's "Player prefab" field, do they have the same issues then?
Check the Console window at this time for any related messages. Check also that the char…
As in, they aren't listed when clicking the small circle inside the Action's "Speaker" field?
I'm afraid this is by Unity's own design - the Object Picker window cannot filter by specific components attached to prefabs.
(Quote)
You can a…
For animated buttons, use Unity UI.
You can then set your UI Button component's Transition property to Animation, which allows you to make use of a regular Unity Animator component to control its appearance.
Animating the button's background would…