An Option-linked Variable is saved exclusively in Options Data - there is no equivalent value in the save file.
It should, though, be possible to write an alternative iOptionsFileHandler interface that instead stores options/profile data in a file …
Welcome to the community, @RightPlayer.
Thank you for sharing full details of the problem.
Can you PM me the scene file? I won't need any background graphics, nor the Player if Brain2D also has this issue, but I will need to experience this issue…
Does this occur in a fresh AC scene? Try enabling the "AC Status" window via the bottom of the Settings Manager, which will list all ActionLists currently running. Are any being listed during the transition?
The screens all look very si…
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That would be a question for Unity, though you could look into turning off the Menus that aren't currently visible.
I'd suggest starting simple as a test and see how things go from there.
Don't loop your ActionList back onto itself - it'll re-run by itself.
You'll also need to set its When running property to Run In Background. Otherwise, it'll interrupt gameplay and take control away from the player.
As you've set your Slider men…
In that case, you should still be able to hook into the OnMouseOverMenu custom event - which still works with direct control:
using UnityEngine;using AC;public class GetHoverItem : MonoBehaviour{ private void OnEnable () { EventManager.OnMouseOv…
The issue in the screenshot is referring to the position of the Hotspot label?
If the Hotspot menu has a Position type of On Hotspot, it will position itself above the active inventory item as well. However, wherever it appears, it will be subject…
Are you referring to the item being hovered over by the cursor?
If so, it's possible to read:
AC.KickStarter.runtimeInventory.hoverItem
instead of having to access the MenuInventoryBox element that's displaying it.
So I'm clear: the issue is not when Pause is shown, but Options?
Is gameplay unpaused for the whole duration that Options is open, or only for a frame or two at the moment of transition?
How are you switching between the Menus - using a Button's C…
I'm getting an "unavailable content" message on the screenshot. Can you post to Imgur instead?
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An Integer can be any whole number, so it's flexible but easy to type in the wrong value if you only ever want to deal with a limited …
It would depend how you approach it - you could either hook up each "screen" to a different UI / AC Menu, or a single one that shows/hides each screen with animation.
A single UI could have each screen (with all the Buttons and Text compo…
Dialogue Systems' intergration with AC is provided on the Dialogue System side - you'll need to contact the author of DS for details of its integration requirements.
But different integrations work in different ways. AC relies on Scripting Define …
Welcome to the community, @Equalizer.
It hasn't been tested on Stadia, so I can't guarantee compatibility.
Simply being able to run on Linux isn't enough, though - I imagine that Stadia has its own requirements for e.g. handling save files. AC ha…
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Set your "Inventory interactions" field to "Multiple". When set to "Single", interactions will be limited to left-click to Use/Select, right-click to Examine.
See if that addresses the labelling issue, too. O…
AC's own character controller isn't really geared towards platforming, so if you want to implement jumping/climbing mechanics you're likely best off looking into a custom or third-party controller asset and then integrating it with AC.
It's not ent…
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The "Inventory cursor" section of the Cursor Manager has an Only show label when over Hotspots and Inventory? option. I'll see about adding an equivalent for the "Interaction icons" section.
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For something that c…
If you're looking to recreate your own desktop appearance, then screenshots probably would be the way to go. There are so many words each with different sizes and positions that making each label a separate UI Text box would take forever.
To chang…
Welcome to the community, @stormdog.
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Sorry, you'll have to use the exact phrasing of the option - I'm not clear on what field you're referring to.
Can you share screenshots of the ActionList(s) involved, as well as where/how you're referri…
The per-data from the Scene Manager is actually stored in the SceneSettings component of your GameEngine object, which the Scene Manager will spawn in the scene automatically.
Could it be that you have either two GameEngines, or two SceneSettings c…