Welcome to the community, @Antonio.
Are there any other ill-effects related to loading the save file? The worm's visibility, and the interactivity of his Hotspot, are separate - are you able to hover over the same area and interact with him, despi…
@Antonio I cannot reproduce such an issue. The "WormGround" object in the Hierarchy has a Remember Visibility component attached which should correctly save/load the visibility state.
Please open up a new thread with full details (includ…
See the included "Variable Linking Example" script/component, as well as the Manual's "Linking with custom scripts" chapter, for details on how to link AC variables.
A further example, that syncs AC with Bolt variables, can be f…
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It should make no difference if the script does not refer to the UI directly.
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Such a script would be better-placed in the AC wiki, as it is a demonstration on how to use the API to get what you want.
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As the function ultimat…
An inventory box displays items according to how they are placed in the player's inventory, any ordering would have to be done by manipulating the RuntimeInventory's localItems List.
This could feasibly be done upon adding or removing an item via e…
My code snippet was assuming that the Variables component is attached to the same GameObject as the script. If it's instead attached to Zombie (as you have in your Start function), replace:
if (GetComponent<Variables>().GetVariable(0).In…
No, regions are to do with the camera's height and distance from the target.
Collision is prediction-based, so it can only work if the camera is in the same position as the root - i.e. has a local position of (0,0,0).
You can, however, create an o…
You can also check to see if the mouse is currently over a menu, and if an inventory item is selected. Try this new replacement:
if (KickStarter.playerInput.GetMouseState () == MouseState.HeldDown && KickStarter.playerInteraction.GetAct…
1) Making that single change to the script, I can't get such behaviour myself using the 2D Demo - though it may be to do with your movement accuracy.
Try tweaking the Settings Manager's Destination accuracy slider, and/or enabling Retro-style movem…
AC's "Conversation" mode - the moment when dialogue options are displayed on-screen - is a separate game state. A Cutscene can run during this time - but it will, by default, exit the Conversation mode while it runs.
You can stop the Cut…
OK, so I've found the source of the data reshuffling - ActionList's CopyScriptable function, which is used to duplicate Actions to ensure that they aren't linked copies of another set when the ActionList GameObject is duplicated.
This is currently …
There's no need to check for both. If you access the Variables component directly (i.e. set "myVariable"), then you can ignore myCustomInteger.
When is this code being run? To ensure it's run once AC's own loading code has completed (an…