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See the Manual's "Importing save from other games" chapter. If each episode is a different project, you can transfer Global Variable values from other-episode save files provided they all share the same Variables Manager.
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So long as the data structure itself isn't changed, then you should be OK - though of course new Remember scripts added since wouldn't get correctly reset/loaded upon loading.
You would need to avoid removing / changing existing variables -…
ID numbers are reset upon pasting an Action. You could feasibly prevent this by commenting out ActionSpeech's ClearIDs function, but this is present to avoid issues when re-gathering text again later.
Instead, check Give matching speech lines the …
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As in, a scene that uses TMPro (and the same font) but not AC displays correctly? Which characters exactly are being removed?
AC will evaluate speech text for tags (e.g. [wait:X]) and rich text tokens (e.g. ), but regular punctuation shoul…
Welcome to the community, @CCM.
I'm not personally familar with the other asset in question, and there's not really a "one size fits all" approach when it comes to merging two "project-wide" assets. However, AC does provide a n…
For both the ActionList and the "H_Music" sound object: are you dealing with scene-based objects, or asset files?
It's recommended to rely on the dedicated Sound: Play music Action to handle music playback, as this automates scene-surviva…
The Text components are not correctly updated because they have no associated Constant ID component - denoted by the "save" icon in the Hierarchy.
The Label properties show it's linked to an ID with a value of "126198". I don't…
Sorry, but it doesn't look like you're up to date with AC. Please be specific about both your Unity and AC version numbers.
I cannot recreate this behaviour with the current release. If you re-enable "Retro-Style movement", does it work…
Version 1.69.1:
* Added: Remember Particle System component - attach to Particle System components to save their playback state
* Added: Option to the Collision script to prevent it changing the GameObject's layer when turned off or on
* Added: Opt…
As with consoles, AC doesn't officially support Windows Store (see the FAQ) - but with your feedback I can consider making changes to AC's core to reduce the tinkering needed to get it working.
On certain platforms, XML can be unreliable - in which…
The Slider element's "Label" property is only used (and displayed in the Menu Manager) if the Menu's Source is set to Adventure Creator.
A bug exists, however, that causes this field to be gathered up by the Speech Manager and listed in &…
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Indeed - a bug is causing the inversion, and this will be addressed soon in the upcoming 1.69.1 update.
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Again, the next update will provide a "Remove last selected?" option in the Inventory: Add or remove Action, but the a…
Set the Linked prefab ConstantID field to match its own - 358400. Try also renaming the sprite child so that it does not have the same name as its parent.
Welcome to the community, @HectorT.
Yes, in order for the Player's Hotspot Detector to work, it needs to be assigned in the Hotspot detector child field the Player's Inspector.
As for the label's position: the default AC interface has the Hotspot …
The video shows the issue you describe in text, but doesn't share any details of your game's settings.
How are you turning the Player? With the Character: Face direction Action? Let's see some shots of the Interaction ActionList in question, the …