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ChrisIceBox

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ChrisIceBox
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  • I think it depends on the situation. It is possible to condense "Remember" component data into a string that can be applied to it after the reset, but it may be easier to instead only reset the parts of the scene that you want to be. Wha…
  • When it comes to touch-screens, if your Input method is set to Touch Screen, then the Release touch to interact with scene? (Experimental) option should achieve this. Otherwise, though, you can rely on a custom script that overrides input - you don…
  • Best to do it the other way around - send me a package with your Managers, your Player prefab, and a sample scene to test things with, along with a breakdown of exactly what behaviour you're looking for.
  • Not an idea as such, but if the issue is that the Container is missing an item - rather than the object being incorrectly visible - then it's instead a case of looking for "ContainerData" inside the Save-game Manager's Player Remember data…
  • The "Advanced Third Person Camera" package was recently deprecated, with its code replacing AC's built-in "GameCamera Third Person" as the default third-person camera type - which are you using, and what is your AC version? In a…
  • Welcome to the community, @ryanmcleod. I wouldn't say it's overkill - it's true that AC is capable of more complex games, but there's still a lot of complexity "under the hood" for such a game, such as saving-and-loading, inventory, playe…
  • Thanks for the details. You can use regular Animations together with AC's Object: Animate Action to control the background sprite, but I'd recommend relying on Timeline and AC's Engine: Control Timeline Action to control playback. You'll have to b…
  • Through script, you can access the items as a List and call its Sort function. Items at runtime are stored in an InvInstance class, which has a GetProperty function that can be used to access an Integer property's value: KickStarter.runtimeInvento…
  • Please avoid cropping your screenshots - I can't make out which part of the third image is the menu, and which is the game. I can't recreate either issue, though if you're relying on save-screenshots I would recommend enforcing an aspect ratio so t…
  • The MainCamera's "Far Clip Plane" will change to that of the GameCamera it's attached to - but AC won't change this value for the GameCamera itself. Are you saying that the GameCameras are having their clip values set to 16.5 automaticall…
  • (Quote) These two were one and the same, as I understood it. (Quote) The "Always Show During Gameplay" checkbox will do this. If you uncheck it, the Menu's display will be synced with the Highlight component and only show when the Hotspo…
  • It depends on their Menu's "Source" properties. If your Menus use AC, then draw order is based on their order in the Menu Manager. If they instead use Unity UI, draw order is based on Sort Order in the Canvas prefabs. See the Manual's &…
  • A lot of it depends on how exactly you intend the sequence to look. If you have some mockups or example screenshots to illustrate exactly what you intend, please share so that I can advise more specifically. It's possible to assign "portrait&…
  • (Quote) Yes - you can rely on the [var:X] token, which gets replaced by the value of Global Variable "X" (where X is the ID number shown beside its name in the Variables Manager). For example, if Global Variable ID #3 is a String variable…
  • Both References and Managers are ScriptableObjects - they need to be accessible from any scene. As you've found, GameObject.Find only relates to scene objects. AC's References asset stores direct references to AC's Managers - you can see them assi…
  • The video demonstrates how multiple objects can be animated in one AnimationClip, which was the issue you were having, so far as I understood it. The difference with the head animations is that instead of animating e.g. body part Transforms, you w…
  • Please share screenshots to illustrate your meaning. (Quote) You can configure the display of a save's creation time at the top of the Settings Manager - this will be displayed in a SavesList element's label so long as Display type is set to Label …
  • OP was relying on custom code - I'm presuming you are as well? I'd need to know what that code is, as well as see screenshots of the Hotspot/Highlight components and your Settings Manager. If it was working before, what change was made that preven…
  • (Quote) Not if "Always Show During Gameplay" is checked. As an add-on script, though, you can amend it to suit your needs. To have it perform an additional distance check, replace: Vector3 direction = hotspotToShow.GetIconPosition () - …
  • What you can try instead is moving the Camera component to a child object, one level below the First Person Camera component, and then rotate the Camera object - so that the First Person Camera object, which is what AC rotates, is unaffected.
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