No problem, here you go:
https://paste.ofcode.org/skZhWuczNenFAqfabw674k
If/once you get AC, this is adapted from the SaveFileHandler_PlayerPrefs.cs script file - I've just removed the non-essentials to make the core idea more clear.
There's a couple of ways you can approach this. You can either use a script to transfer the "complete" checkbox value over to the AC variable, or use a custom Action to check the value of the "complete" checkbox directly.
The f…
Hard to classify exactly what this is, but the "correct" way to read the number of parameters is to instead use:
actionList.NumParameters;
This should return the correct value at all times.
Yes - it's to do with the "duplicate" option.
When enabled, AC will create a copy of the menu each time it's requested to be turned on. The one that appears on-screen is not the same as the one you're accessing through code with "Ge…
The prefab's location is unimportant - it need not specifically be in the subfolder created by the New Game Wizard. It does need to be a prefab, however - not a scene object.
It's a little hard to make out in the video. You're saying that of the two characters at the table, the one on the right has the issue?
What "controller" specifically are you referring to? What's the difference between those two? Pleas…
What are your audio levels set to in your Options Data?
Default volume levels are set at the bottom of the Settings Manager, but your "live" profile's values can be viewed from the "Manage save games" window near the top.
The v…
I've had problems myself in copy/pasting Project settings files in the past, but I suppose the other would be InputManager. Again, AC will restore anything it needs to - but otherwise it'll be a case of restoring any manual changes you made to Unit…
Apologies again - I think I removed something when editing last time.
Updated once more. The "Hotspot detection method" will need to be kept as "Custom Script" as well, but this is working on my end.
In what AC version, and is the menu rendered using Unity UI?
If Unity UI, how exactly is it disabled, i.e. the GameObject itself, or the Button's "Interactable" checkbox?
Nothing comes to mind as to why that would behave differently to o…
(Moved to "Extending the editor")
AC has a Rewired integration script here, but I'm not aware of a specific need to rely on Rewired to get basic input going. If the "Input method" is set to "Keyboard Or Controller", i…
Sorry, it's my fault.
Aside from the Button conflict, it was also disabling the root canvas - not the Button itself.
I've updated the post above with the corrected code - give it a try now.
Open up SaveSystem.cs, and replace the SaveNewSaveGame function (around line 681) with the following:
private void SaveNewSaveGame (bool overwriteLabel = true, string newLabel = ""){ if (foundSaveFiles != null && foundSaveFiles…
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All right - I'll attempt a recreation. Thanks for the info.
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Inactive Players aren't stored as data specific to the scene they're in, exactly, but the recommended workflow does at least give you control over transition behaviour - i…
In the OnClick event box, you need to first drag in the Canvas root (where the component is), and then find the component in its hierarchy - not assign the script file itself.