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This is a feature that will be included in v1.71.
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If your Menu is rendered with Unity UI, you can define what inputs are used for navigation in your EventSystem.
A custom EventSystem prefab can be assigned in the Menu Manager.
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Remember components need to be added to the GameObjects they're intended to affect - not a Cutscene that references them.
See the tutorial videos, as well as the Manual's "Saving scene objects" for details on how the Remember system works.
You still have your Verb1txtVerb2 component enabled. This is interfering with the new script, which is a replacement.
In your Verbs prefab, delete the 2nd verb line as well, as the black gameobject that covers the 1st. The problem was that the 2n…
It's possible to generate Actions from code - see the Manual's "Generating ActionList through script" chapter.
If you have a means to import ChatMapper's exported data into Unity, it would be possible to extract that data and convert into…
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Save components are made up of two types: Constant ID and Remember.
Remember components are used to save specific data about an object (e.g. it's position), while ConstantID components are used to save a reference to an object (e.g. make a …
Tricky one. This'll need custom scripting, but mostly it's a case of working with Unity's EventSystem rather than AC.
I'll have a think and see if I can share some sample code.
PS: Apologies for your posts briefly entering the spam queue - I've s…
I don't know what's on your Remove Objects script, but you have no Examine interaction defined in your Hotspot. This is where your remove/teleport Actions need to be run from.
Your video shows that the "Butter_Examine" list works when ru…
Currently. The Variable: Set Action does allow use of tokens inside formula calculations, but passing [param:2] would refer to the component variable's ID - not the value.
I should like it to be possible to pass the value itself as a token - I'll …
In what versions of AC and Unity?
The screens show the result of the issue, but not the cause. Is it that assets were visible before you loaded - and didn't get hidden upon loading an earlier save - or are they invisible before and becoming visibl…
Screens if you can, in future, please - the glare makes it hard to see any of the Inspector fields.
Though, it seems what you're referring to is the "Follow cursor" feature of a GameCamera2D with Perspective projection - correct?
In this…
Welcome to the community, @banefire.
Sounds strange. This is for a 2D game?
Usually when a sprite-based character appears at the wrong place, it's because their "Sprite child" object is offset from their root parent - ie. the sprite's T…
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Neither. I'm referring to the "Enter GameState" debug line in OnEnterGameState.
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That's correct.
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Line 143.
Duplicate your project, remove all scene/character graphics and all scenes except one for me to test with…
Singular sprites (i.e. Textures with a Texture type of Sprite (2D and UI) and Sprite mode of Single) can be assigned in these fields.
"True" sprites on a technical sense aren't interchangeable with textures. A workaround may be possible,…
Please show the Inspector in full - you're only showing part of it in the video, and most of the components are collapsed.
You've also got a "Remove Objects" component, and I'm not sure what relevance that has.
ActionList assets refer to…
Separate to their ID numbers, speech lines have an internal record of their sequenced order in ActionLists. They should be ordered correctly when generating a script sheet.
When exporting them as a CSV file, you can include an "Order Identifi…
Yes, if it's OK with Brain then it's likely related to your own Player - though all looks OK from your screenshots.
One thing I do see though is that your character's sprite is pivoting in the centre - this should typically be pivoting at the botto…