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OnInitialiseScene is called once the scene is been initialised (but before any saved data is loaded in). The OnAfterChangeScene event is called once saved data has been loaded.
More appropriate here, though, is likely the OnPlayerSpawn eve…
Well, there's nothing wrong with that approach.
An alternative would be to assign an ActionList asset in your Settings Manager that runs when the game begins - regardless of what your starting scene is. That list could then contain an Object: Call…
It may need some tweaking, but this script - placed in the scene - should override the default syntax when hovering an item with another item selected:
using UnityEngine;using AC;public class CustomCombineSyntax : MonoBehaviour{ private void OnE…
Likely not officially, since you'd need to replace the ExposedTransform with a Transform, and then use a custom Editor to auto-set the ID value.
If you're spawning the Timeline from a prefab, however, an alternative may to keep the targets as child…
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Possible, but a bit of scripting would be needed. Are you looking to have that syntax for all items, or just Daphne?
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Yes, it was changed quite drastically - though this video covers the key points.
Welcome to the community, @minxul.
* There's not enough detail here for me to see what it might be, but there are a few steps you can take to narrow things down. Is the game frozen during this time, or is the game still running at a steady frame r…
In what AC version?
Be sure to uncheck Unfreeze 'pause' menus? in your ActionLists - but the Demo game's pause menus, which use crossfading and transitions - doesn't have this behaviour, at least on my end. What if you switch your Menu Manager ove…
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Yes - you can override the "Use X with Y" syntax either globally in the Cursor Manager, or per-item in the Inventory Manager by checking Override 'Use' syntax?.
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Switching the Player to and from another scene would cause th…
I'm getting 404 errors on your links - can you share on imgur?
What version were you upgrading from? As of v1.72.0, the Place in separate slots? inventory item property has been replaced by the Slot capacity property. The equivalent of checking t…
This is the Player character?
There's a few ways you can do it:
* Use another transform Action on the character to move them as well. This should work on characters provided they don't rely on root motion at the time.
* Temporarily parent the cha…
It is reliant on the script, yet - but both that and the UI can be modified to suit your needs.
While AC on its own can achieve a pretty close approximation of the classic LucasArts interface, a more accurate recreation needs a custom script for so…
Thanks for the feedback, @monotonic. A few teething errors sorted:
Version 1.72.1
* Added: Ability to assign a background sprite to set a GameCamera 2D's constraints automatically
* Added: Option to allow cursor-cycling when the game is paused, s…
Good stuff.
Quick note about syncing variables: it needn't be done in an Update loop - you can instead hook into the OnUploadVariable / OnDownloadVariable events to sync them whenever they're requested.
See the Manual's "Variable linking"…
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It's dependent on the Include Inventory items in Hotspot Interaction cycles? option, so if you unchecked that then it'll likely disappear. I shall provide a fix in the next update, though.
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That should be enough - and testing on my …
Are you relying on the provided "Verbs" menu, or have you created a new one?
Best to check that the provided assets are working. First load up the 2D Demo, then double click the NineVerbs_ManagerPackage file to assign the new Managers, a…
No - all characters must rely on the same NavMesh. The issues you're facing can be worked around, however.
Wall colliders are generally only necessary if your game involves Direct movement control. If you rely on Point-And-Click movement, your Pl…
Welcome to the community, @marco.
The Player: Constrain Action can be used to restrict player movement, but changing their animations is a case of using the Character: Animate Action.
Essentially what you'll want to do is change your player's &quo…