You need to configure the Journal Page Texture component's Inspector fields to match the details in your Menu Manager.
Your Menu's name is "MultipleImages" - set this in the Inspector's "Journal Menu Name" field, instead of &quo…
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Sounds right.
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This was a bug fixed in v1.62.3. Try inserting this into the top of the SceneChanger script's LoadLevel function, line 181:
if (preloadSceneInfo != null && !nextSceneInfo.Matches (preloadSceneInfo)){ if (p…
Welcome to the community, @ehuvio.
If the button is being highlighted automatically, it's likely that it's being controlled directly. If you press right on the keyboard, does the "shift right button" become selected?
If you're looking t…
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Never mind. In the next update, I will allow disabled Menus to save Remember data.
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I have since updated the tutorial. If you still have an issue, please share specific details.
I mispoke above - you can check Load scenes asynchronously? to load scenes asynchronously, not additively.
For asynchronous loading, i.e. use of the Scene: Add or remove, you will need to use the latest release.
You'll be getting a Console error if you don't have "Is player?" checked, because you need to set m_Character to be the Player if so.
Here's a cleaned-up and fixed version:
using UnityEngine;using Opsive.UltimateCharacterController.Inven…
Cursor icons do not accept Textures of the type Sprite - they must instead have their "Texture type" set to Cursor. Sprites can only be assigned directly if they are single-use - not sliced up.
If you wish to use sprites for your cursor,…
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The video's quality is too low for me to make out any numbers on the items, but this amended script should prevent the error:
using UnityEngine;
namespace AC{ public class FurniturePiece : MonoBehaviour { [SerializeField] priv…
Your Document is defined in the Inventory Manager, but a Menu is necessary to view it. The wiki script works by updating the texture of a Graphic element based on the page you're viewing.
Where have you placed the JournalPageTexture component, and…
AC additive loading is possible by checking Load scenes additively? in the Settings Manager. What Unity and AC versions are you now using?
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That should read not the same. Data can only be preloaded for one scene at a time - so preloading a…
Looks like there's a display issue on the tutorial page, preventing the code from displaying correctly - I'll look into this, thanks.
For your own script: Remember scripts on persistent objects (i.e. in the DontDestroyOnLoad scene) should save as g…
If red errors are reported in the Console window, Unity will not compile any custom editor windows - this'll include AC, but also any other assets you may have installed.
The scene's default PlayerStart, or the one used if you enter from another scene?
UCC characters get teleported with the SetPositionAndRotation function. AC should call this automatically when you use the Object: Teleport Action, but the integrati…
The updated integration supports using both AC Hotspots and UCC Interactables.
See the included FirstAndThirdPerson example scene: the dummies are AC Hotspots and can be interacted with using the InteractionA input, while the button at the end is a…
Are those who do experience this issue able to recreate it reliably?
Though it shouldn't do, the only thing I can imagine might be a factor between systems would be the frame-rate. Are the users with this issue using noticeable higher/lower-end sy…
Since you're using Unity UI, you can attach a custom Remember component to save its color value.
See this tutorial for details on the process.
Altenatively, if you changed the colour of UI components through animation (attach an Animator, create p…
So, each "page" of the Document has a different image?
See this wiki script: https://adventure-creator.fandom.com/wiki/Adding_images_to_documents_and_journals
Sent.
The latest AC's minimum compatible Unity version is 2017.4, but you should be able to import your older project / AC version into Unity 2020, then overwrite it with the latest release from a separate project (see my earlier post) while you st…
Your AssignValues function needs to be outside of the UNITY_EDITOR check - since this is necessary when converting Parameter / Constant ID values to GameObjects at the time the Action is run.