You can group variables up into sub-categories using the "/" character in their names, for example:
* Act 1/Variable A
* Act 1/Variable B
* Act 2/Variable C
When appearing in drop-down lists, such variables will be nested in their catego…
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Is this to say the Action in the ActionList Editor is highlighting to indicate it's running?
Does the Action override the Conversation's options, and are there any other chains / ActionLists running at the time?
Check both the Console wind…
That's correct. The icons you're seeing are from the Interaction menu.
How these link to the icons in the Cursor Manager can vary based on settings, but by default - if the Menu is Unity UI-based - then the icon is set within the Image component o…
Items are spawned via the Custom Inventory component, which is attached to the example's Player prefab.
When the Inventory menu turns on, this component spawns the "Linked prefab" assets of all currently-held Items.
They would need to be separate Button objects in your UI, but since they use icons and not text, you can link them to a single separate SavesList element so that the number of slots matches that of the "proper" slots on the left.
For this…
No, but you may need to set the Camera to Overlay if you're using URP.
What of its Stack and Environment settings?
Are the screenshots taken of the prefabs, or the scene objects at runtime? Both the camera and the item have the same position.
I'm afraid Remember Transform components are required to be in a specific scene - it won't work if the object is persistent.
To get around this, you'll need to either:
* Have the object be spawned by default, when the game begins, and hide/show it…
Items ought to be overlayed via the InventoryCamera, which will need to have its Culling Mask set to the same layer that your Inventory item prefabs are on.
Try locating the InventoryCamera object in the Hierarchy while the Inventory is open, and c…
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A Loading screen isn't treated like a regular AC scene - its OnStart cutscene is not run. You can extent the time that it is shown for, however, by increasing the Delay before and after (s): value.
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If needed, you can use a custom s…
Move the answer to a Global String variable and check Can be translated?. It'll then appear in the Speech Manager when gathering text, and you can amend the Variable: Check Action to compare the player's input text with the variable.
I can't find mention of saving or loading issues in the output file - most of the logs are coming from a custom script named MusicPlayerScript.
There are, however, two NullReferenceException errors:
NullReferenceException: Object reference not set…
What is your AC version?
Menu sounds are played from the Scene Manager's "Default Sound" object - try setting its Audio Source component's Spatial Blend to 2D.
This error is referring to Unity's own Unity Version Control package, not AC.
If you're not using Unity's built-in version control, you should be safe to remove this from the Package Manager - but be sure to back up your project in full first!
You wouldn't set anything in the Events Editor - but in the ActionList itself.
Clicking the Properties button in the lower-right corner of the ActionList Editor window will open up the Properties tab, where Parameters are listed and defined.
To clarify: the help box that appears will always show when the option is checked. It's not an indicator of the UI not having been set up correctly.
Adding a Raw Image component either on the same object as the Button, or a child, should be enough…
Uncheck it and add this to the scene:
using UnityEngine;public class CurvedMovementFix : MonoBehaviour{ void OnEnable() => AC.KickStarter.settingsManager.directMovementPerspective = true; void OnDisable() => AC.KickStarter.settingsManag…