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You can attach it to your PersistentEngine prefab to have it be present in every scene.
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You can modify the above script's SetInputMethod to make any other desired changes at the time of the input change:
private void SetInputMethod…
With or without such a feature, I am here to assist if scripting is necessary.
Variables in AC are chiefly used for logic processing. GameObjects are more useful as parameters, in that they can then be used to affect Actions.
Are you looking to t…
I think I need to see this for myself. Please prepare a .unitypackage file of your Managers, UI prefabs and related asset files (graphics, ActionList assets), PM it to me and I'll take a look.
This script, placed on a GameObject in your scene, should switch the Settings Manager's "Input method" based on the last event type:
using AC;using System.Collections;using UnityEngine;public class DetectInputMethod : MonoBehaviour{ pr…
The default AC EventSystem offers either direct-control, or mouse control, over menus - not both simultaneously.
Allowing for that should just be a case of supplying your own EventSystem prefab at the top of the Menu Manager.
If all else fails, you can always manually wire up the Exit Button to the ActionList asset by having the Button component trigger the ActionList's "Interact" function. It doesn't strictly need to be set in the AC Menu Manager.
If Tony su…
Please try to separate your issues by thread in future - it helps others with similar issues when searching.
For the Player issue, I'm not sure from your description what the deciding factor is in causing this to occur vs not. Is it the presence o…
It should generally only be when the user/Player requests it.
Saves are only written to when requested by the Player, or through Actions.
Saves are read when a profile is loaded on startup, and when requested by the Player, or through Actions.
Ca…
What are your AC/Unity versions?
Try toggling the Settings Manager's Account for player's position on screen? option, which affects how the player's position relative to camera affects movement.
I also recommend checking out the Advanced Third-Per…
This isn't an AC issue - it's to do with the video and Video Player settings.
A different resolution shouldn't matter - but it looks like your video has a different Aspect Ratio, which will affect things.
Use the Video Player component's "Asp…
I would need more specific details of your settings.
Can you share screenshots of the exact properties of a typical item, as well as the Action(s) that don't work?
Thanks for the details. Though, trying those same settings on my end does appear to give me your desired behaviour.
That your Interaction Menu turns on-and-off suggests that this may be an issue with the way your menu is set up - though the proper…
In the event that a dialogue option is auto-played, the OnStartConversation event is still triggered. You can hook into that to update the variable via a custom script:
using UnityEngine;using AC;public class SetVariableOnConversationAutoplay : Mo…
To clarify: AC by itself is for traditional adventure games, but that's not to say it can't handle other games that share elements such as Hotspots, Triggers, NPC dialogue etc.
It's just to say, depending on what needs you have for your project, yo…
Unless issue is found with the new system, it won't be changed - so upgrading now or later won't make a difference.
The hope is that - except in a few edge cases - Actions won't necesarily need upgrading, but I do recommend so.
NavMeshes are necessary if you want a character to rely on pathfinding, which is typically the case for traditional adventure games that AC is intended for.
Even if your game isn't point-and-click, you may need/want to rely on a NavMesh so that e.g…
Your question only dealt with Inventory items. What is the specific issue with Hotspots?
If you uncheck Mouse clicks have default functionality?, then interaction is then reliant on inputs named "InteractionA" and "InteractionB"…
Your Trigger's When running property is set to Run In Background. UCC will not give up control unless you're in a cutscene.
Set this instead to Pause Gameplay.
You can move the Player character directly by setting your "Movement method" to "Direct".
If you only wish to move left and right, not up and down (except during e.g. a "climbing a ladder" cutscene), you can use the Pl…
Welcome to the community, @kitka2388.
Just as with 3D games, a NavMesh does not restrict an object's movement - it's just a guide for the character when pathfinding.
To restrict a characters' movement when using Direct movement, you must place dow…