Yes, the Action API was updated in v1.73 - details on the changes are covered here.
To port back, replace:
public override ActionCategory Category { get { return ActionCategory.Custom; }}public override string Title { get { return "Change sor…
How are the Player and the SO linked?
Custom ITranslatable implementations currently need to be a MonoBehaviour inside a scene, or an Action, for them to be automatically detected.
What you could do is have a separate ITranslatable script in the s…
Currently it'd be tricky, since Collected Document lists automatically limit themselves to the number of Documents held.
I will look to see if this can be made optional, so that the list is always of the "Max slots" length, similar to how…
Thanks for the details, and apologies for the trouble.
If you'd like to PM me your project .zip (you can omit the Library folder) I'll take a look. It's likely something very simple but hard to spot without seeing it for myself.
As your "Cur…
Good finding!
No, I'm afraid it's not a documented feature - in all honesty, it wasn't built with user-extension like this too much in mind. But with the reflection approach, it should be possible.
You can check out the built-in EventBase subclas…
I don't see any issue with the shared code, but given the context - is "time of day" data scene-independent? If so, it may be better to save it in Global Data - i.e. storing the Json output into a Global String variable.
A tutorial on th…
Yes - though it was more to check that it worked in a duplicate project more than anything.
What is the state of the backup project? Did you also add the define symbol to that, in order to get it to allow TMPro Text objects?
You can add this to the script - replacing StickySubtitles with the name of your element - to have it only show when subtitles are enabled.
void Update(){ PlayerMenus.GetElementWithName("Options", "StickySubtitles").IsVisible…
If you find unable to move/interact in a scene, the first thing to check is that the game isn't in "Cutscene" mode, as caused by an ActionList that's set to Block Gameplay. This may be the case given your OnStart cutscene, that displays a…
The "Slow movement near walls" option is unrelated. The auto-stick option will snap the Player to the NavMesh each frame, causing slowdown if your input direction is outward from it.
If you disable the option and use colliders, you'll be…
Welcome to the community, @LF3D.
Thanks for the details. I suspect this is a case of the Hotspot and Arrow Prompt overlapping.
While testing based on your details, I have found that if the two overlap, then both will run when clicked.
What's you…
It's a Unity error, and seems to be related to a directory name, rather than an AC character.
Does your project have any subfolders with special characters in their name?
In recent versions, it's a case of checking Use TMPro components? in the Menu's properties.
Pre-v1.80, however, you need to manually add "TextMeshProIsPresent" as a Scripting Define Symbol.
AC has a dedicated 2.5D mode for this combination of graphics. A tutorial on its usage can be found here.
Note, though, that this mode uses fixed backgrounds that are linked to the camera, so it does not support scrolling.
If you need scrolling b…
A 2.5D camera is tied to its background image, and is fixed in position.
Instead, use two separate 2D or 3D cameras and switch between them with a Trigger that detects the Player's position.