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AC will save non-Remember data related to the Player automatically, such as position, etc.
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The Player prefab assigned in the Settings Manager will be overridden in any scene that has its own Player object in the file - they'd have t…
If the other Player prefabs are stand-ins for the same character, just have them all start in a "dummy" scene that you never visit in-game.
The Player: Switch Action still has a Replace old Player's position? option, which you can use to …
My mistake - that should have been GetComponentInParent:
using UnityEngine;using AC;public class ZoomCamera : MonoBehaviour{ public float minDistance = -1f; public float maxDistance = 1f; public float zoomSpeed = 20f; public float accel…
What version of AC were you previously using?
In v1.71.0, the player-switching system was overhauled to make it much more intuitive and easier to use - though it does mean changes have to be made to your project. The exact changes are covered in t…
Thanks for the clarification.
The behaviour of subtitles - both their display and reaction to mouse clicks etc - is all handled by AC's dialogue system, and won't be affected by the manner in which the speech was initiated (Action, script, etc).
W…
So, the track you're trying to play is the track that's already playing?
If so, the music will just continue - you need to stop the music first by preceding the Action with another Sound: Play music Action that has a Method set to Stop.
Welcome to the community, @grig.
You're referring to an Interaction ActionList?
This, and all ActionList types (including assets), can be run from script by calling its Interact function.
You can find more details on accessing ActionLists through…
Welcome to the community, @Roy9720.
Can you share the exact code you're calling to change scene? The ChangeScene function has a few parameters that affect exactly what happens.
Try also running a Scene: Switch Action from an ActionList to change …
The yaw is determined by the Player's facing direction, yes. When you look left and right, you're essentially just turning the Player.
If you wanted to limit the yaw, you'd have to also limit the Player. A custom script that reads the Player's an…
The built-in jumping system does require a Rigidbody, but it's possible to incorporate other first-person assets.
See, for example, this wiki page that provides integration with Unity's own first-person asset.
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I'm not sure how far back that was, but AC now has a Mousewheel Scrolling UI component that you can attach to your Canvas prefab to have it support mousewheel-scrolling.
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This is a Unity UI menu? You'll need to have the menu be dire…
Those properties are unique to ActionLists, yes, but equivalents could be written.
The equivalent to "When running" would be to set EnforceCutsceneMode, as you've found. A tutorial on using this to write Interactions through code can be …
Thanks for the clear explanation.
So essentially, you're looking to have a "Pronoun?" propety for Hotspot and Inventory Item names?
Interesting idea - though not immediately clear how it may be done. I shall have a think.
Welcome to the community, @falldeaf.
Yes, I think I can see what's going on.
When using AC alone for audio playback, subtitle display will be based on the length of the audio - not the length of the text itself.
However, this isn't the case when …
It's possible to save global data by using a global String variable to store a serialized version of that data just before saving - and then deserializing it afterwards upon loading.
A tutorial on this can be found here.
If this data is only ever …
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Sorry, I'm not clear. There are six save files showing in your in-game screenshots - 5 regular saves + the autosave. Is that from the game running in the Editor? It should match up with what's in the Save File Manager. If not, what do th…
Welcome to the community, @mordecai69.
Check the scene geometry for Collider components - it looks like the Player is hitting an invisible collider and stopping them from reaching their destination.
When you bake a NavMesh, you're marking out the …