Try using the Variable: Copy Action instead of Variable: Set to transfer the value of TimerValue to NewHintCounter - does it work then?
If not, enable comments in each of the Actions, and opt to display them in the Console (from the bottom of the S…
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You can iterate through the GetMenus function to check for custom conditions:
public Menu GetUnlockedMenu (string menuName){ List<Menu> menus = PlayerMenus.GetMenus (true); foreach (Menu menu in menus) { if (menu.title…
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Quite right, apologies.
To fix, open up EventContainerAddRemove, and replace line 56 with:
new ParameterReference (ParameterType.GameObject, "Container"),
Version 1.78.3:
Upgrade notes
* The OnBeforeChangeScene event is now triggered before scene data is saved
* The "Turn instantly when under player control?" option has been replaced with a "Turning mode" dropdown
* Added: Opti…
At what point is the choice between the two made?
Though you need to be careful when swapping Manager assets at runtime, you should be OK to do this so long as you make the change before AC itself boots up. You can do this by setting your game's f…
Welcome to the community, @christianj.
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This is a known issue and a fix is set to be included in the upcoming v1.78.3 update. My apologies for the hassle.
In the meantime, you should be able to work around this by opening AC's LevelStorage…
Yes - it should work. AC will regard clicks on the RectTransform boundary as clicks on the Menu.
You might have an issue, however, if the Menu needs to be repositioned - as the boundary is accounted for when "Always fit within screen?" i…
I've checked, and the Inventory add/remove events are indeed being called for Containers.
This should be the case for scripted events, but for the Events Editor they should only fire when the Player's inventory is affected. I'll address this in th…
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Perhaps the Manual statement should be revised, as it's not technically a restriction. It's more to do with if your Menu was in a fixed position in the world, e.g. a UI overlay on a computer screen object in the scene.
Try using "Unit…
To be clear: this is the Initial post-line delay (s) slider in the Speech Manager?
Any Manager field can have its value modified at runtime through script. To access it, right-click its label to copy an API reference to it, which can then be used …
What are your AC and Unity versions, and what is the exact behaviour - that no input at all is registered?
Check the state of the game by enabling AC's "Status box" at the bottom of the Settings Manager.
When enabled, the state of the ga…
For the case that you want to display the Inventory item's graphic, you'll want to set the Element name to a Graphic element in your Menu.
I don't know which element in your Menu this is - or if you have one. The InventoryBox element is the wrong …
If the Hotspot has a "Box Collider" component by default - as opposed to a "Box Collider 2D" - then it sounds like AC is set to run in 3D.
Be aware that this is not the same as the "2D view" option in the Scene window …
It will depend on how you're playing the Ambience in the first place.
The Sound: Play ambience Action has a "Stop" method that can stop the current Ambience track - but using the same Action to play a new track will automatically stop the…
It may be that the "Object to remove" parameter is being mapped to the original prefab, rather than the instance of it in the scene.
You can force this distinction, however, by re-assigning this parameter in the Object: Add or remove Acti…