UI prefabs becoming disabled has been something of an annoyance - and it's something I'm trying to address - but it's never caused the Menu system to not work. Prefab references should still be retained, and scene-instances are enabled at runtime.
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Safety and security, essentially. On Android, it's a question of file access. I suspect this restriction could actually be lifted, but it would also mean allow external storage permissions.
Feel free to try it - you can do so by removing the &quo…
Thanks.
As AC doesn't do any "rendering" of its own - it just makes use of Unity's provided components - I'd say this is most likely an issue with Unity.
Your background, for example, is just a Sprite attached to a Sprite Renderer? AC w…
It's not KickStarter itself - that's just the beginning of the chain to "load" AC. If you enable "Deep Profile" in your Profiler, you can get a more detailed look at where any memory issues / intensive operations are occuring.
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I'm not clear on exactly at what point things fail. Is the first scene loaded up, but its OnStart cutscene not run - or are you left with a black screen?
Is your first scene an AC scene, and what are the contents of this opening cutscene?
What ar…
Unless you resort to scripting to modify your Subtitles menu depending on the speaking character, you need to create a second Subtitles menu - with the altered appearance - specifically for that second character.
In the same way that your original …
If that's causing the error, it means the menu/element doesn't exist. What menu and element are you now trying to access? The same one, or a different one?
The Action must have Wait until finish? checked for the option to be visible, as it requires the Action to check for the pause state for the video's duration.
If the ActionList its placed in is set to block gameplay, then Menus that only show durin…
You can add a Button with a Click type set to Offset Element Slot, which can then be configured to "shift" a list of save game slots right or left. A similar trick is done with the default Inventory menu.
To add an actual "slider&qu…
The arguments are incorrect. You can find the required arguments for any public AC function in the scripting guide. Those for ResetPlayer can be found here.
Alternatively, you can enable player-switching, and start with an "empty" playe…
You'll need to share more detail. How are you changing scene, and does the new scene feature a GameEngine prefab (i.e. it's an "AC scene")?
Scene switching should generally be handled with the Scene: Switch Action, but you can also do it…
Welcome to the community, @Maltel71.
Using the Scene: Check Action to check the prevous scene in your scene's OnStart Cutscene is the correct way to go, followed by an Object: Teleport. If it's not working, let's see some screenshots to see where …
Thank you. This will be addressed in the next update.
However, you should be able to address it manually by opening MenuInteraction.cs, and replacing any instance of:
label = _icon.label;
with:
if (Application.isPlaying) label = KickStarter.run…
Attach a Hotspot component to it and define an Interaction but with no Interaction ActionList. You may need to also check Single 'Use' interaction? on the Hotspot component depending on your chosen interaction method.
You can then set the Cursor /…
To translate your verbs, you'll need to gather up your text in the Speech Manager by clicking "Gather text".
Once gathered, you should be able to see your verbs listed at the bottom of the Speech Manager when the Type filter is set to Cur…
If the width of the drag boundary is no wider than the width of the drag element, then it shouldn't allow horizontal dragging.
It is easier, however, to rely on Unity UI for this - see the recommendation on using a ScrollRect component at the top o…
AC and Unity versions?
Your screenshots are cropped so it's hard to tell, but it looks like your UI Slot buttons are part of the StaticInventoryBackground, whereas they're expected to be part of InventoryCanvas - because that's what your Inventory …
It's a tricky problem, and not one limited to AC, I imagine.
You could try using an animation event in the jump itself to trigger a separate ActionList asset that teleports the player, however I'd first try out a separate animation in which the cha…
This is a Unity question, since the problematic code relies on Input.mousePosition - not anything AC-related.
You likely need to pass the z-depth between the hotspot and the camera in ScreenToWorldPoint, rather than force the z-position, i.e.:
flo…