I'm afraid I find no issue when running things in 2019.4.9 myself.
Check the correct Managers are loaded - and let me know what messages are appearing in the Console.
Thanks for clarifying.
The movement option's checkbox is there because of the lack of a "No Change" option, since the options it provides have to match those in the original Settings Manager field.
Having a similar checkbox for the menu …
Recreated.
To fix: open up SaveFileHandler_SystemFile.cs, and replace line 244:
if (File.Exists (fileName))
with:
if (File.Exists (fileName) && Application.isPlaying && KickStarter.saveSystem)
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A fair point, I can see how that could cause confusion - thanks for pointing it out.
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Sorry, can you elaborate here? I'm not too clear on your meaning.
Welcome to the community, @Riffmaster.
Thanks for the bug report. I will look into it, and will let you know here if I need any more details on how to reproduce this.
Incidentally, this post got caught in the spam blocker for a while. Apologies …
Welcome to the community, @RealHandy.
Apologies for the trouble. Can you share some screenshots to show exactly what's going on? I'm not sure what you mean by the POV being off.
I take it you've got the 3D Demo's Managers assigned in the AC Game…
Actually, replacing the items would be the way to go.
It is possible to alter the names of items through script, but such changes would not be stored in save-game files: AC will save how many of each item are being carried, but not changes made to …
Would this be an object in the scene itself?
Just using Unity's regular animation system should be enough - for just the visuals you've described above, I don't see a need to involve AC. It could likely even be done with Timeline.
If you want to …
To update: I have been able to recreate this, both with AC and without AC. It appears to be an issue with Unity, and I have submitted a bug report to them.
CursorHorizontal and CursorVertical are necessary to navigate AC-based menus.
To navigate Unity UI menus, you need to rely on the inputs defined in the Event System - which by default are Horizontal and Vertical.
You'll also need to make sure that…
Strange indeed. If all the colliders involved are 2D, and the Rigidbody isn't marked as "Kinematic", then the Player should be blocked by collisions.
As things are more complicated with your script to change various fields, let's focus o…
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And what version of AC?
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Are you getting any error messages in the Console?
Try opening up ActionListEditor.cs, and replace line 51:
if (_target.assetFile.NumParameters > 0)
with:
if (_target.assetFile.NumParameters > 0)
(…
Use this Action to temporarily change your Player's Motion control field to Manual before the movement, and back to Automatic afterwards:
https://adventure-creator.fandom.com/wiki/Action_to_change_a_character's_motion_control
For a guide to instal…
Welcome to the community, @hql.
That's quite an old release - are you not in a position to upgrade?
What is your Settings Manager's "Movement method" set to? Is this, and the "Hotspot detection method", remaining as it should …