The Scripting Guide is for the current release - it won't apply for such an outdated version.
Read "val" instead of "IntegerValue", and you comparison checks require two equal signs:
if (MyVar.val == 20)
You could mark the whole class with [ExecuteInEditMode], and then call the function from OnEnable, to have it run automatically when added.
Since it'll also run when the game begins, do a check for the ID value (i.e. -1 or not) to prevent it from r…
The Scripting Guide lists all available functions and variables, but I would need proper context to give specific advice.
What are the functions that contain these errors?
I mean, all you really need is a component with a public "ItemID" integer variable in it, that you can use to record the ID - even manually, if necessary.
To do this automatically and outside of Play Mode, you can write a function to set …
The speech track type shouldn't cause its display to differ to lines called through actions.
Does it have associated audio? Subtitles will always display if doesn't, but that's try of both Actions and Timeline.
What are your AC and Unity verisons?
It's a Unity error, and one that typically shows if you have two scripts or classes with the same name elsewhere in your project.
Do you have a pair of scripts named "SceneInfo"?
Taking a backup first, try deleting AC's Scripts folder be…
The "prefab" parameter in the GetLinkedID function needs to be the original prefab - not a scene instance of it, which Unity will treat as a separate object.
If you want to compare a scene instance with the "Linked prefab", you'…
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Variables can be displayed in Label menu elements through use of tokens. For example, the token [var:2] will be replaced - at runtime - with the value of Global Variable 2.
A tutorial on this technique can be found here, but the Manual's &…
Is the above when importing on Mac or Windows?
Is the CSV you sent one that's been added to outside of AC? It looks like the formatting is incorrect. See the first line as an example:
0,Speech,Una macchina della polizia.,A police car." …
What are your AC and Unity versions, and can you share the full error messages, stacktraces included?
The second error suggests that the number of columns varies from row to row. AC will assume them all to match that of the first row - though expo…
It would depend on your Interface settings.
If your game supports multiple inventory interactions, items have a dedicated "Give" select mode. You can set this dynamically at the moment a Hotspot is selected:
using UnityEngine;using AC;p…
Please use separate threads for separate issues in future - it helps other users with similar questions.
Save issue
When you say the item is here/not here, are you referring to the item in the scene (the Hotspot), or the item in your Inventory (th…
Only Float parameters are supported - I'm not sure where you're reading .GlobalVariable from.
You can convert a Variable to a Parameter using the Variable: Set Action - if you give the ActionList a Float parameter, you can set it to your Global Var…
Touch Screen isn't meant for mouse input - revert back to Mouse And Keyboard if you're relying on the mouse.
Though, you can also supply a custom Event System that's just the default one Unity generates made into a prefab. AC's own Event System ma…
Recreated the original issue. I'll work on a fix for the next update, but you can get around it in the meantime by checking Can run multiple instances? in the ActionList asset's Inspector.
I cannot recreate the second issue, though. Unity UI's Na…
What are the default state of the toggles? Seems like the difference in the two tests is that the first sees you revert the first toggle back to its original state, no?
How long should "MyActionToTake" last? Should it only process over …