The code works for me. At what point are you running the ActionList, and is the script added to a GameObject within the scene file?
AC and Unity versions?
Being able to pass component variables as tokens has always been something I wanted, but it wasn't obvious how best to go about it. However, after giving this further thought I feel the best way would be to refer to its Constant ID number, provided…
It's not a pro-tip, but it is mentioned in the Manual's "Standard Actions" chapter.
Thanks for the explanation. You can still trigger an event manually through script, if you want to attach a listener that checks if the Timeline has star…
I personally prefer to do as little runtime instantiating/destroying as possible, and that's just with Unity in general.
Spawning multiple instances of the same prefab in AC only gets tricky if you wish to save their presence. Saving a spawned obj…
Thank you for the steps - I will attempt a reproduction.
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Parameter values can be inserted into speech text with the [param:X] token - see the Manual's "Text tokens" chapter.
Global and string variables can also be inserted with t…
The selected_slot property is specifically reserved for AC-rendered menus.
To determine which slot is currently-selected, you can try hooking into the OnMouseOverMenu custom event (which should also work with direct-navigation) to record the last-s…
For an AC menu, you'd have to set the positionType to AC_PositionType.Aligned, and then set the alignment to TextAnchor.UpperLeft (or whatever corner you need).
To "apply" such changes made to an AC menu, you then need to call its Recalcu…
The events will only fire when using the provided Engine: Control Timeline Action, because that is the only way that AC can detect this reliably. If you're running through other means, e.g. custom script, you shouldn't need a custom event hook sinc…
The Sound: Change volume Action can be used to change a Sound object's relative volume. The Sound: Play one-shot Action is a convenience tool that allows audio playback without need for a Sound component, so you'll need a Sound component for greate…
I agree about giving documents categories, though changing inventory category can be done at runtime just like any manager field via a script or custom Action. Just right-click the field's label to get an API reference to it.
As for a "graphi…
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Thanks, but I think I follow you.
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No, ShowClick is visual only. However, you can extract the button's audio clip and play it manually with:
AudioClip clickSound = (AC.PlayerMenus.GetElementWithName ("MyMenu", "MyBut…
You can simplify things a lot by relying on ActionList parameters for e.g. the "Item to add" and "Item to remove" fields, so that you can run a separate "Transfer Item" ActionList, setting the "Inventory item"…
Thanks for the steps. I'm assuming you've switched back to the original player in between steps 5 and 6?
Do any error messages appear, and do things work if you rename your SaveableData folders to e.g. _SaveableData to "disable" them?
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I wouldn't use Containers. Is this for a 2D game, so that you're only dealing with sprites?
First of all, I'd create an Animator on the Hotspot's graphic that can be used to swap out the displayed vase only using animation, so that the Obj…