Scene-based ActionLists are stored in ActionList classes (or subclasses of).
Asset-based lists in ActionListAsset classes. When run, a RuntimeActionList class, a subclass of ActionList, is generated for the local instance of that asset.
You can force-save the game into any slot using the Save: Save or load Action. You can use this to also assign a custom save label from a Global Variable - which could be a string named simply "Autosave".
AC allows for the use of three separate AudioMixers for Music, SFX and Speech. These can linked to a shared "Master" mixer to control them all at once, or individually.
See the Manual's "Sounds" chapter for more.
Can you share some images? I cannot find any issue. I'm also confused by your description that you only see the first part of each variable name - as that sounds like the correct behaviour.
How do you want to be able to move them? With each tap causing it to change by 5 minutes, or being able to drag them around freely?
The Draggable system does actually make the latter possible. If the hand was made a Draggable object, locked to a …
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Correct. This wouldn't be something I'd be looking to implement.
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Certainly in the case of a beer bottle, I'd lean towards this - as an empty beer bottle, named as such, would conceivably be treated as a separate item.
The auto-ad…
When using Sprites Unity, there does exist a Head on separate layer? option, which allows you to animate the head separately to the body. However, this is limited to head turning and talking animations.
For control over expressions as well, it'll …
What's the exact behaviour you're looking to achieve with regards to the first issue?
As for the second: I'm not sure this is related to any "drag" behaviour, and this is as much related to Unity UI as it is AC.
The script covered in you…
Yes - the OnInventoryCombine event is triggered when that happens:
using UnityEngine;using System.Collections;using AC;public class AutoDisableSingleHotspots : MonoBehaviour{ private void OnEnable () { EventManager.OnInventorySelect +=…
AC will spawn its own EventSystem unless one is already found.
If you want to rely on a custom EventSystem, better to assign it's prefab at the top of the Menu Manager. Otherwise, just unset it / remove it from the scene and AC will take care of i…