Sorry for the trouble.
It may be that the data isn't being marked as "dirty" so that Unity knows it needs saving. Try this: open up AC's SoundtrackStorageWindow script file, and insert the following at the very end of its SharedGUI funct…
I'm forgetting myself.
The message box that appears underneath the box explains the intent: the "Angle float" parameter should always be set, regardless of the "Facing directions" setting.
Leave as-is, but I'll have this fixed …
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Yes - the script above will remove all instances of a given item upon deselection. The one below will just remove one:
using UnityEngine;namespace AC{ public class FurniturePiece : MonoBehaviour { [SerializeField] private int …
Welcome to the community, @MayhemGamesUSA.
I'd have to know the exact version, given that it's so old a version you're using. From that far back, you should be able to learn the number from the top of the Changelog file.
What Unity version, also?…
Their "Facing directions" field is set to "None" - though perhaps this should only affect the "Direction integer" parameter. I'll give this some consideration.
You can set this field to something else, e.g. Four to ha…
Two messages are showing - which is shown when? Do you have another such Action checking elsewhere?
Seems there's a lot more to your ActionList that you've shown in your screenshot - what comes before it?
If you toggle Comments on the Action in q…
From what you've shared, seems like it should work.
Open up SaveSystem.cs and find the GetNumSaves function. The last line of it reads:
return numFound:
Above it, insert:
Debug.Log ("Num saves: " + numFound + ", Include autosaves…
Are you looking to disable save screenshots for the autosave, or show menus during it? It's got to be one or the other, if you don't want to have the menu flickering, which is necessary when saving in order to hide them from the screenshot.
To all…
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You're hooking into the OnInventorySelect event in your OnEnable and OnDisable functions, but don't provide the mentioned function to hook into.
You either need to remove mention of "OnInventorySelect" in your function, or add a s…
In which AC version?
Your ActionList requires both there to be save files present, and for "DeanDead?" to be False.
What is the value of "DeanDead?" when returning to the menu, and is it linked to anything, e.g. Options Data?
Let's see a typical NPC's Inspector in full - both the root, and the object with the Animator on it.
If you pause the Editor's Play Mode, change the "Body angle float" value in the Animator, and then resume, does it revert back - or stay …
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This behaviour is coming from Unity - AC menus rely on OnGUI calls to render text with a given font. If characters are missing, then the result will come from how Unity interprets it.
So are you looking to change the font when the language…
My mistake - try this:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCopyMaterial : Action { public GameObject rendererFrom; …
What are your AC and Unity versions?
As an extra clue: enable "Gizmos" in the Game window to show the yellow Hotspot cube at runtime. Is it remaining in the same place, or somehow moving with the Player?
I suspect this is more due to th…
Is this affecting all characters that rely on "Sprites Unity Complex" or does your Player character rely on "Sprites Unity"?
When using Sprites Unity Complex, a character's facing direction is controlled through use of either th…
Both errors make mention of custom scripts, ConvProfileManager and ItemCategoryManager, and it seems these both revolve around the inventory system.
AC's inventory system was overhauled in v1.72.0, but this does mean some changes may need to be mad…
Line 984 of SaveSystem reads:
if (KickStarter.settingsManager.takeSaveScreenshots)
Amend it to the following to prevent taking a screenshot when autosaving:
if (KickStarter.settingsManager.takeSaveScreenshots && saveID != 0)
As enforcing the aspect ratio limits the MainCamera's render area, a second camera is used to ensure that the whole window is renderered to, in order to prevent glitching/artefacts.
Though, perhaps in the case of HDRP it's not necessary. Try comme…