Update: To get the number of saves associated with a given Profile ID, you can use the following:
int numSaveFiles = SaveSystem.SaveFileHandler.GatherSaveFiles (profileID).Count;
What is the other menu that opens? Please give clear details needed to recreate the issue - including your Settings Manager, and the properties of the two menus involved.
The included integration, and Manual mention, is for UFPS v1, though the wiki script is for UFPS v2 / UCC.
This script has been updated to work with the latest release, though it is still quite bare-bones. It's a profoundly different system, as yo…
Menus are spawned in before the Player, so it's "KickStarter.player" that is null if you're calling this in OnEnable.
Try moving this call to the Start function, or wrapping a null-check around it, i.e.:
if (KickStarter.player != null){ …
The Save: Check Action can be used to query the number of save game files present, but only those associated with the active profile.
Are you looking to be able to check this for a specific profile? I shall have a think about how this might be ach…
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Perhaps by poor design.
The scaling will be relative to the direction - so horizontal speed will be dependent on the width, vertical on the height.
Perhaps both should be dependent on the diagonal size. I shall run some tests.
Welcome to the community, @FilipeGarcia.
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For the benefit of others who may face this problem, this will be down to the properties of the Transition in the Animator Controller.
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I'm not too clear - are you animating the rotation or t…
AC's player-switching workflow has changed. All players listed in the Settings Manager now need to be given starting scene data - see the tutorial here.
If you need help upgrading, share details on your setup and I can advise.
Found the culprit. Open up PlayerMenus.cs, and find the SelectInput box function around line 2145.
Replace its contents with the following:
public virtual void SelectInputBox (MenuInput input){ selectedInputBox = input; // Mobile keyboard …
Welcome to the community, @Cabreira.
This is actually something I've been looking into as part of the v1.70.0 update. If you haven't already, back up your project and grab it - as it should make this scenario much easier to achieve.
Setting a Gra…
Version 1.71.1:
* Fixed: Issue when saving RememberTransform components in v1.70.0
* Fixed: Direct-controlled Players occasionally moving for a frame once gameplay resumes in v1.70.0
Prefabs, too, are a Unity concept - you can find full documentation on them here:
https://docs.unity3d.com/Manual/Prefabs.html
A prefab is an object that exists in your project - not your scene. When you place a prefab in that scene, you create a…
Yes - though it depends on your interaction method. What are you currently using?
For Choose Interaction Then Hotspot or Choose Hotspot Then Interaction, you'll get an additional Hotspot field named Single 'Use' Interaction?. Checking this will a…
Thanks - things look OK from what I can see here.
What if you check Require selection to accept input?, and is your Settings Manager's Input method set to Touch Screen?
I'll attempt a recreation.
The message may have been updated. Can you re-post it, along with a screenshot of the part of the script it's referring to?
Please also share a screenshot of the ActionList you're running.
A Menu's "Source" property determines the method used to render it.
"Adventure Creator" means that it's handled internally, meaning you can edit it directly from within the Menu Manager, at the cost of reduced flexibility.
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