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ChrisIceBox

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ChrisIceBox
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  • Object field references in the Menu Manager will become empty when the prefab is closed / removed from the scene. That's normal behaviour, and Constant ID values will be generated to re-link them at runtime. You should avoid using AC's Menu system…
  • As the Object: Call event Action relies on Unity's event system, it'll affect the object it directly references - in this case, the original prefab. If you're calling it from an asset file, you won't be able to have it reference the prefab's instan…
  • Does anything appear in Unity's crash log?
  • Variable values can be updated through script - see the Manual's "Variable scripting" chapter for details, as well as the front page of the Scripting Guide. A Global Integer, for example, can be update with: AC.GlobalVariables.SetInteger…
  • Sounds like the best way around it would be to bypass the variables completely and use a dedicated class/file to store that data in. Here's a sample script that has static functions to get/set specific profile names and pic integers, as well save/l…
  • This might need expanding upon, but try attaching this to an object in the scene: using UnityEngine;using AC;public class TapUp : MonoBehaviour{ private void Start () { AC.KickStarter.playerInput.InputGetTouchPhaseDelegate = CustomInpu…
  • (Quote) Not necessarily - you can omit it from the import dialog window when updating to retain any custom changes. If using version control, you can also roll back that specific file otherwise.
  • AC handles motion and animation separately. Currently, you'd need to update the "Animation engine" at the same time you switch motion control, i.e.: KickStarter.player.SetAnimEngine (AnimationEngine.Mecanim);KickStarter.player.SetAnimEng…
  • They would need to be called manually. Is there a fixed number of lights in the same scene as the "master" switch, or are there dynamic elements? An ActionList Starter component can be run manually by invoking its RunActionList function.…
  • If a dedicated cursor graphic is assigned, then that will be shown at all times. If this cursor graphic is animated, however, you can have it play the animation as part of the "active" FX - while only playing the first frame otherwise. T…
  • Thanks for the explanation. Though, I'm not clear on the distinction you're making between your variables. How are they split, in terms of saving-location? Are some variables option-linked in PlayerPrefs, with others option-linked in Steam? Opti…
  • By default, taps are recognised when they begin - so toucing a Hotspot with a single finger would result in this behaviour. This could be avoided in a different ways, depending on preference - e.g. recognising taps when they end, or requiring a tap…
  • Yes, this is possible using parameters. What you can do is run an ActionList to update a light's state when the scene begins - either when opened naturally, or from loading a save-file. Because of this, you can remove the Remember Light component.…
  • Two variables shouldn't necessary - since the PopUp records the open/closed state as well as the locked state. It's also not necessary for the (1) Variable: Check Action in your first screenshot - since it's checking the PopUp variable again. You …
  • This looks to be due to the Settings Manager's Black out when initialising? option in the "Scene loading" panel. When the scene is blacked-out, AC enters cutscene mode automatically to prevent the Player from being able to move/interact d…
  • Currently, it'd involve scripting - but I am looking into ways to improve this. In the meantime, here is an alternative script to The Chamber's NewItemMenuSetup script that exposes a list of item textures that you can assign in its Inspector: usin…
  • You can use an Integer parameter to override the Inventory: Add or remove Action's Reduce count by field, so that you can set the number to remove dynamically. This parameter can be transferred from an Integer Variable value using the ActionList: S…
  • By "Global variables", are you referring to those from AC or Steam? What custom scripts are you using to link the two together? Options data needs to all come from the same source - by default, this is Unity's PlayerPrefs. This can be c…
  • Replace Options.cs line 145: if (KickStarter.speechManager && KickStarter.runtimeLanguages.Languages[optionsData.language].isDisabled) with: if (KickStarter.speechManager && optionsData.language < KickStarter.runtimeLanguages.L…
  • Yes, I do. Getting around this should be possible, but may be a bit hacky. What potential issue do you see this resulting in?
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