By default, save-game data is stored in separate files on your system, rather than PlayerPrefs.
You can get all information about what save-game files exist, where they are, and what data they contain via the "Manage save-game files" butt…
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The Marker's rotation in the Transform may not be the same as its actual rotation - if its parent has its own non-zero rotation. The script above should keep it at a fixed angle regardless of its parent's orientation.
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The intent be…
It's a good suggestion - thanks. Improvements are being made to the Document system as part of the next update, so I'll see if this - or something along these lines - can be incorporated.
Hold this thought for the moment, and I'll see what I can d…
If a given town's memory sequence is always the same, you're probably best off using Timeline. Timeline is great for timed sequences that involve animations and audio that needs to be synced with one another.
A series of slideshow pages could be d…
Is the black screen a result of the camera being faded-out, or is the camera focusing on a portion of the scene that itself is black?
What is your Menu Manager's GUI depth field set to, and does this occur if your Menu relies on Unity UI as its sou…
We'll still need to determine if its a Menu that's causing the issue.
Does the issue occur if you swap out your Menu Manager asset file for AC's Default_MenuManager?
The toggling could feasibly be automated through script - options can be shown and hidden by calling the Conversation component's SetOptionState function.
Using separate Conversations for each question, however, would be the easier approach.
When using Point And Click movement, the Player will always try to move on the NavMesh.
If they aren't on it, they'll assume this is a mistake and will attempt to get back on it.
If you want the Player to temporarily be prevented from moving, you …
Welcome to the community, @MrEaglesfan127.
The Position relative to option is a bit finnicky, as it will also affect the object's rotation as well - by essentially adding the Relative GameObject's rotation onto the spawned prefab.
Using the Object…
It's a little tricky, and you'll need to be sure that the old presets are no longer referenced anywhere - take a backup of your project first.
Then, view your Variables Manager asset file - the Inspector, not as it appears in the AC Game Editor win…
Only files that need to be referenced as Resources should be placed in Resources folders / subfolders. For example, speech audio - if you've opted to reference speech files "By Naming Convention" in the Speech Manager.
Ideally, you shoul…
No - the screenshot doesn't show enough.
Is the Menu on beforehand, and does the cloud sprite show if you remove the Animator so that the sprite is fixed?
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The script above is the 2D equivalent of the ClickUpInteract script at the end of that thread.
To allow for dragging while over a Hotspot, try this: open up AC's PlayerInput script and find the following (around line 2052 in the latest rele…
You can show/hide options in a Conversation using the Dialogue: Toggle option Action, so you could feasibly have all questions be in a single Conversation and use Actions to shide/hide the relevant questions - but it'd be a more manageable workflow …
The stray 3 can be hidden by setting the Size field in the Cursor Manager's Count display style section, in the "Inventory cursor" panel, to zero.
I've recreated the label issue - I'll issue a fix in the upcoming v1.78 release, thanks.
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Once a track has been assigned, it won't need to be again for the duration of that build.
With some slight tweaking, I've gone and made this a page on the AC wiki:
https://adventure-creator.fandom.com/wiki/Music_track_addressables
Ah - sorry, I misread the issue.
Is the label wrong only when hovering over the item with the cursor, or when selected and hovering over other items/Hotspots?
I've updated the above - it should remove the error now.
You will still need to load your music addressable at the intended time, however. If you make the GameObject the script is attached to a prefab, you can use the Object: Call event Action to …
You'd need to uncheck the Dialogue options can be selected with number keys? option in favour of a custom script attached to each Button in your Conversation menu's UI prefab, that detects its own input and ignores it if the Button itself is non-int…
If you have "Frame-flipping" enabled in your character's Inspector, then AC will control the X-value of the sprite child's scale automatically based on the direction they are facing.
If your original chicken sprite faces left, animate and…