Can you describe exactly what's happening in more detail? Are physical files being duplicated, or do you mean Actions within ActionLists are being duplicated? What exactly is being deleted?
Have you a means to recreate the issue, or is it seeming…
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I see what you mean. If a SavesList element has Fixed Save ID only? checked, then you can force loading/saving to a specific save ID. However, the same is not currently true for the Save: Save or load Action. I shall look into this.
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Each slot of the AC SavesList element is linked to a separate Button component in your UI prefab. A Button typically has an Image component on the same GameObject, but it doesn't need to be - it can be a child instead.
Move the Image compo…
Thanks, Tony - yes, this is likely it.
Caroline, can you run a test? Open up the AdventureCreator.cs script file (it's in /Assets/AdventureCreator/Scripts/Managers/Editor.
Lines 517 and 569 should try read:
try
Just above both of them, paste in…
I shouldn't think it'd be by any perceptible amount. But if you can share steps to recreate the issue, I can look into a proper solution - though again, this may be a by-product of Unity itself.
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Are Dialogue System's custom Actions available in ActionLists, and listed in the Actions Manager?
It sounds to me like the files themselves have been duplicated. Do you have files named both "ActionDialogueSystemVarCheck.cs" and …
Thank you for the feedback.
One other feature I should make you aware of, though, is the Trigger interaction by releasing tap? option in the Settings Manager. With this, you can select a Hotspot and run an interaction with a single touch - with th…
That's just down to how your UI is set up - it's not AC related.
Move your Button's Image component to a child GameObject alongside the Text. The Button's RectTransform can then span both the image and label.
How a character can fade will vary from situation to situation - it could rely on an Animator, the shader, Render Pipeline, etc. This is therefore best left to custom script.
To determine the flat distance (i.e. not account for height difference) …
You can check Unity UI blocks interaction and movement? in the Settings Manager to have mouse clicks over Unity UI elements prevent movement and interaction, regardless of whether or not they're explicitly linked to any Menu.
The effect this has is…
Here's a custom Action to check the game's current input method:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInputMethod : ActionCheck { public InputMethod in…
I will attempt a recreation. Does this occur if you restart Unity, and then set "Maximize On Play" before running the game for the first time - or in builds?
Are all the errors referring to the same script file (ActionDialogueSystemConversation), or several files?
The one you mention isn't an official AC Action - it's from Dialogue System. You should contact them about this for help with it, though per…
What were the conditions that caused this to happen? Without knowing much else, I can only speculate.
ActionLists themselves shouldn't be duplicating like that, but I can't rule out this occuring if you've merged changes made to a scene - what sou…
What kind of behaviour are you looking for?
The code above doesn't seem necessary given AC's Hotspots essentially serve the same purpose. Within the Hotspot's Interaction ActionList, you can run an Object: Call event Action or Object: Send message…
I don't have the above script, but the changes were implemented officially into AC. Try importing just the following script file from the latest release:
/AdventureCreator/Scripts/Menu/OptionalMouseInputModule.cs
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Best to rely on custom scripting, here, as the behaviour does sound quite specific.
The full Hotspot label (verb included) can be retrieved within a Hotspot's class with GetFullLabel:
myHotspot.GetFullLabel (Options.GetLanguage (), cursorI…