Does this only occur when you play two videos in succession, or is it still present if you remove the first two Actions in this cutscene?
If you have the issue recreated in a fresh scene with just the VideoPlayer and an OnStart cutscene (no other a…
An AC menu equivalent would be along the lines of:
using UnityEngine;using AC;public class DynamicFontLanguage : MonoBehaviour{ [SerializeField] private Font defaultFont; [SerializeField] private PerLanguageFont[] perLanguageFonts = new PerLa…
The teleporting occurs due to the Teleport function calls in the Player.cs script's SetLockedPath function. You can try commenting them out, but I'd recommend waiting for an official fix.
Tricky one.
Save game data, filenames, and options/profile data are all linked. Copying a save to another slot would need to involve loading the original file, applying changes to its internal IDs, overwriting the new file, and then doing the same…
There have been reports recently of an issue in which "shift" buttons are not showing correctly after loading a save-game - though I'm not sure if it's present in v1.71.8.
I am fixing this issue as part of the upcoming v1.74.0 update. Ag…
You can use the InvItem class's GetLabel function, passing in the intended language index as a parameter, to get the correct text.
The current language index can be gotten with:
Options.GetLanguage ();
Try this:
InvItem myItem = KickStarter.runt…
Welcome back, @elfersp.
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This is most likely an erroneous message. Thanks for the alert, I'll look into it.
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The intended behaviour should be as you expect. You're saying that, when this bug occurs, the video doesn't play at all?
…
The wiki script can be used in two ways, one more complicated than the other.
To get started, just focus on the first method for now - the one that involves assigning RawImage component, without anything related to animation.
Enable Hardware curso…
(Moved to Technical Q&A)
You can hook into the OnChangeLanguage event to update your Menus whenever the language has been changed.
This is most easily done when using Unity UI for your menus, since you can just go through all of the Text compo…
To use an inventory item on something in a menu, the element you click on either has to be another item (which can open a Document with the Document: Open Action), or be handled through a custom script (hooking into the OnMenuElementClick event).
T…
So that I'm clear of the context: this is because there's a larger gap between the two items than there are slots, meaning you have to place items closer together and then shift left/right?
It should be possible to drag/drop into empty slots, so lo…
You're welcome, and thanks for the update!
You may be able to simplify it further though, to just an Input: QTE Action, since you can plug the same parameter into that Action. My earlier mention of Engine: Wait was meant more as an example of how …
I'll need specific numbers, please. Is this the beta of v1.74.0, or the latest official release, v1.73.8?
I believe I've gotten to the bottom of issue #1, in which the visibility state of a "Shift" button was being saved/loaded incorrect…
Welcome to the community, @Kit.
The AC code used to control/hide the cursor is the same for WebGL as it is other platforms - I suspect that WebGL has its own restrictions regarding what can be done with the cursor, for security/accessability reason…
You're not alone in having trouble with Unity's lightmapping.
Adding a loading scene improve things - since the scene itself is loading quickly, just with the lighting taking time to appear.
As you're using the Shadowmask lighting mode, it'll be w…
The script is intended to be placed on the same object as the Interaction ActionList. The ActionList can be of any scene-based ActionList type - it should still work for Hotspot Inventory interactions.
Where is the script currently placed in the s…