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What are the ActionList's properties, and what does the AC Status box display at the time?
The Status box can be enabled from the bottom of the Settings Manager, and will display the game's current state, as well as any running ActionLists,…
The Inventory: Select Action can be used to select a specific Item. This includes an option to ignore the Player's actual inventory - you can use it to cause the torch to become selected without it being added.
You can make use of AC's OnHotspotInteract and OnHotspotSelect custom events - so that clicking a Hotspot begins the drawing mechanic, and selecting other Hotspots draws points.
Here's an example script, that should give you the basis for further t…
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Either the Engine: Manage systems or Player: Constrain Action can be used to prevent the Player from moving.
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Is the issue that they can't be selected, or that they are - but pressing "E" has no effect? Are there other But…
Thanks for the details, I will look into it.
I can't say for sure if that'll be the official fix, but I will sort the issue out so that you needn't make a similar change after updating.
Set the Action's Method field to Resume - that'll cause the Variable to remain at its current value, as opposed to resetting itself to the defined Minimum.
You can use AC's Crafting system for this.
The Crafting tab in the Inventory Manager allows you define "Recipes", which are made up of multiple items as "Ingredients", and a single item "Result".
Crafting is performed…
What kind of ActionList is the Object: Call event Action placed in, and what/where is the object you're having it affect?
It's important to be sure to have this Action affect a GameObject that has the script as a component, rather than affect the s…
No sweat.
You can force the selection of a given element with the Menu: Select Action. AC can work with the scene's EventSystem, but I'd recommend letting AC use its own unless you have a specific need to use the default Unity provides.
I'm not planning on making changes that would affect the existing system - at least not intentionally.
My approach on this would be to introduce a "Tag" system, where save files can be assigned a Tag - either through the SavesList element…
This won't involve AC, but you can use Unity's URP 2D lighting system to achieve textured-shadows on sprites.
https://unity.com/how-to/2d-light-shadow-techniques-in-the-universal-render-pipeline
See the "Sprite" light type - this allows …
I'm not totally clear on the difference between phase one and two. Does phase two involve drawing a line across many dots, with a single click/finger held down?
You'll need to rely on custom scripting - though you could potentially rely on AC's Ho…
As the available resolutions is dynamic, based on the machine the game is running on, they must be used to populate the Cycle element at runtime. In the tutorial, this is done within the GenerateResolutionCycleOptions function.
This is an old post…
Is that the only Console error that shows? Share all of them if there are more - including their stacktraces, which appear when you select them. The stacktraces help to learn not just what the error is, but what's calling it.
The error you're get…
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The Player prefab you assign in the Settings Manager will always be spawned unless there is a local Player in the scene. To hide them you can either:
* Position the scene's Default PlayerStart out of view
* Create a new empty GameObject an…
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I was referring to the same GameObject that the Animator component is attached to.
If you're using the Object: Call event Action, the functions will need to be public - just add the public keyword to the front of both functions.
This Actio…
Your script registers itself with the events when the scene starts, but doesn't appear to un-register itself when the scene ends. The Event Manager will attempt to call your script's "itemHover" function, but it won't be able to find it o…
The Custom Event system is separate from Actions - see the tutorial I linked to above, as well as the Manual's "Custom events" chapter for details.
Custom events can be make use of either through scripting (as above), or with the Events E…
It's possible - but you need to switch over to Unity UI for your Menu's rendering. Unity's Image component can make use of sliced sprites - but the ImGUI system (which is the basis of AC rendering) cannot.
The Manual's "Unity UI menus" c…
You can do it - but only through script. A dialogue option's "already used" state can be accessed from its hasBeenChosen variable.
To access a specific dialogue option, you can use the Conversation component's GetOptionWithID function. …