Apologies for the frustration.
The "Missing (Text)" fields are expected, as Unity cannot expose field references to objects nested within a prefab. Once the object is removed from the scene, it will not be able to show the linked Text ob…
You could consider the use of encryption and have your "Gems" variable be an encrypted string based off an integer value.
There's many techniques to do so, so you'd need to look for one that works for you - but essentially you could try:
…
(Quote)
Try this. Open up StateHandler, and look for the line:
KickStarter.sceneChanger.OnInitPersistentEngine ();
Immediately above, copy/paste:
KickStarter.playerMenus.gameObject.SendMessage ("CreateEventSystem");
Then open up Playe…
At what point does the error show? Is it possible to have it appear reliably without using version control so that I might be able to see it on my end?
Is that the full message? There should be more to it.
I'll attempt a recreation - thanks for the report. However, it's not recommended to use an alpha version of Unity, as it may contain issues as it is still under development.
What are your AC and Unity versions?
You mention "sound mixer" - is this to say your using Audio Mixer Groups to control volume levels?
When not using Timeline, how are you playing the sound? Check the Audio Source component's Inspector…
The Variable: Set Action can be used to update a PopUp variable's value - whether it be Global, Local or Component.
Ordinarily, a variable's value is separated from animation - so you'd need to separately run an Object: Animate Action afterwards.
…
(Quote)
I'm not able to recreate this - are you using the latest UCC and AC versions?
To test, I created an OnStart cutscene in the included Demo scene, and had it run the Dummy Hotspot's Interaction with an ActionList: Run Action.
When running th…
Happy to help.
After looking into it some more, here's a more complete ClearLiveData function, which will reset Inventory, menus etc as well:
public void ClearLiveData (){ KickStarter.runtimeInventory.SetNull (); KickStarter.runtimeInventory…
The Object: Call event Action relies on Unity's event system, which will always refer to the assigned object - a prefab reference won't be converted to a "scene instance" at runtime.
Instead, you'll need to rely on scripting to affect the…
(Quote)
An object must be enabled to be automatically "visible" to the save-system, as it will register itself with AC when the component itself is enabled.
You should, however, be able to register an object manually, through script, if y…
What's your AC version? The current release's Engine: Control Timeline Action should end once the Timeline it's set to control has ended - regardless of method.
Given your mention of Timeline, I'm not sure how much it factors into the original iss…
The current language can be gotten with:
AC.Options.GetLanguage ();
A list of this and other save-related functions can be found in the Manual's "Save scripting" chapter.
@Lux - since this thread began, AC has since gotten an implemention of A* pathfinding for 2D. You can find it on the Downloads page.
This package offers an alternative pathfinding algorithm. The behaviour might be a little bit different to the bu…
There's no AC event for the case that the mouse is clicked over empty space - but you can read Unity's Input.GetMouseButtonDown function for that.
You can then read the value of AC's GetActiveHotspot and IsMouseOverMenu functions to determine if th…
This may be more of a general Unity question, and I'm not aware of how "Lucky Patcher" works. Is it able to modify variables at the time an app is running? Or only modify save-game file values?