Welcome to the community, @Baoul.
How character animation is controlled occurs will depend on your character's "Animation engine". The default for 2D characters is Sprites Unity - is this what you're using?
For this mode, animation is p…
The DelayedChange function is being called in three ways - in Start, LateUpdate, and ChangeSkin. Are you invoking ChangeSkin, and are the calls from Start/LateUpdate necessary?
The Conversation class's GetNumEnabledOptions can be compared with zero to check if none of its options are enabled.
If, after each option is run, you use the Dialogue: Toggle option Action to disable it, you can then perform the above check to see…
You can use a Global Variable to represent how much time in the day is left, but it's cleaner to rely on a custom script to have it count-down, rather than looping an ActionList on itself.
A script to handle this can be found on the AC wiki here:
h…
You wouldn't be able to disable the Mask object itself, because that'll cause issues with the Image child.
A brute-force approach would be to attach a script that updates its GameObject based on the enabled state of the Image child - this could eit…
Using animation would be the easiest way - if you use Trigger parameters to run each animation, you can test the behaviour by invoking them manually in the Animator window at runtime.
You can use the "Object: Animate" Action to invoke the…
I will look into the issue of empty slots being removed upon loading a save-file - thanks for the details.
You will need to rely on Containers to avoid the item-shifting behaviour, however, though the default behaviour of crafted items moving to th…
Version 1.75.3:
* Added: Option to automatically zoom in a GameCamera2D if it's background constraint does not fill the screen
* Added: Ability to sync the Walk cursor with an Interaction icon when using "Choose Interaction Then Hotspot" …
It's unrelated to AC. Leave the Player prefab in the scene so that it's not being spawned in at runtime, and focus on getting the SkinExample script working. Once you've debugged it, revisit this topic and we can see about converting it into an ac…
Welcome to the community, @SpamSavage.
What do you mean by "rounds", and what are you measuring with a score?
You can create a Global Integer variable to keep track of the Player's score - a tutorial on this topic can be found here.
Day…
useButton was protected as it's a legacy variable - it hasn't been used in years.
Your code also attempts to disable the Interaction component - this is separate from the enabled state of the Use button itself.
To disable the first-found Use inter…
Thanks for the image - but I'd need the Managers as well to get the wider picture.
"Single 'Use' interaction?" causes the Hotspot to behave as though your "Interaction method" is set to "Context Sensitive" - i.e. a one…
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Are you referring to the InventoryBox elements, or the Ingredients Crafting element? The state of the Player's inventory should be saved. Currently, the state of the Crafting box will not be.
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There's no enforced limit to this - th…
Attach an Animator and assign animations that assign each of the possible items to the Sprite Renderer (one animation per item). You can then use the Object: Animate Action to control which animation is shown.
Still, leave it as "Do Nothing" in the meantime so that we can discount it being a factor.
Do other Hotspots work in the same scene as intended? What is the result of checking "Single 'Use' interaction?" in the Hotspot's Inspec…
I can't be sure about what's happened in your project, but Hotspot colliders shouldn't be changing like that.
About the camera borders: AC will render either letterboxing or pillarboxing borders based on the comparison between the desired aspect ra…
To check a Conversations options in an Action:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOptions : ActionCheck { public override ActionCategory …