Sounds like a great fit for the community wiki - it can't host files, but a page can have a link to a .unitypackage file hosted on a file-sharing site.
I'm not sure I'm able to recreate the issue - and the script shouldn't affect the behviour of the Container either. However, give this tweaked script a try:
using UnityEngine;using AC;public class LimitItemsFromContainer : MonoBehaviour{ public…
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This should be just a case of replacing occurences of .SelectedInstance with .LastSelectedInstance - does this give you the intended behaviour?
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Variables exposed in the ShowGUI function need to be public, so that they can be seriali…
This can be done by modifying the appearance of the Menu at the same time you give the player an item. There're a couple of ways you could do this:
* Create a second Button - with the different graphic - in the same place, make it invisible, and t…
"AC" menus - i.e. those with their Source property set to Adventure Creator - don't exist as GameObjects in the scene on a specific layer. This mode uses Unity's ImGUI system, which is drawn on the screen after all else.
To control the l…
Unity does provide a separate "on prepared" event hook that I can look into the Action using instead, but ultimately this looks like an issue with Unity itself.
Thanks for the details. Is the scene you're using added to Unity's Build Settings?
The only potential issue I'm seeing is that you have a Remember Moveable component attached to the Player. This'll conflict with the Player component, which saves/…
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Sorry, but I must be clear. Was there an issue before the addition of MyActionList, which is solved by the line change I just suggested?
If not, it suggests that the issue is to do with the MyActionList variable not being set in the compon…
You can replace that line with:
if (containers != null && containers.Contains (container))
Does the issue persist having commented out the new code? As it is now, it should be as it was before you made any changes - which I'm presuming ha…
Welcome to the community, @enestos.
Check the Console window to see if any related messages are appearing at this time.
What are your AC/Unity versions, and does this issue occur if you temporarily rely on the 3D Demo game's Player character, Tin …
It's a case of rewriting the custom script to suit your game's specific needs. To get that behaviour, try replacing the code block of lines 22-37 with:
int numItems = KickStarter.runtimeInventory.PlayerInvCollection.GetCount (includeMultipleItemsI…
We'll need to do some testing. If you open up AC's ActionVarCheck script and replace line 279:
compareValue = _compareVar.TextValue;
with:
compareValue = _compareVar.GetValue (Options.GetLanguage ());
Does that allow for the comparison?
Indeed, thanks. The Inspector I'm looking for, though, is that of the component in the scene - not the script asset file itself.
The line numbers also don't seem to quite match - can you confirm what's on line 39 of the script?
Sorry, yes - to go back to your original question: a disable GameObject won't be "visible" to the save system.
This only applies to Remember objects themselves, however - a custom Remember component on a separate, enabled, GameObject coul…
I've done some digging, and I'm not 100% sure this'd cover all situations. The SerializeObject function won't necessarily handle all string conversions - variables, for example, are converted to strings beforehand.
An alternative option would be t…
Welcome to the community, @thegamesheplays.
AC doesn't get involved with lighting/rendering - Unity is still in control of the way scenes are lit.
This behaviour typically occurs when your scene lightmaps are set to be generated automatically - as…
Apologies for the trouble. I'm still not able to recreate the problem on my end, though - on Windows 10 nor OSX.
I can, at least, make the behaviour configurable in AC's Editor preferences. For now, you can disable the feature completely by openi…
You can do this with animation and parameter/variable syncing.
First, create animations for each configuration three bulbs can make. You'd want all three bulbs to be affected by a single animation - e.g. an animation named "3" turns off …