Apologies for the auto-spam-flag. I've verified your account, so it won't happen again. For completeness, I'll paste the original post here:
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Did you also upgrade Unity or TextMesh Pro at the same time, or was the issue only the result of …
You can hook into the OnHotspotSelect event - see the Manual's "Interaction scripting" and "Custom events" chapters for more.
From within the event, you can run an ActionList by invoking its Interact() method.
Something like th…
Your third parameter, synchronise, is set to false - which means it won't trigger the OnVariableUpload event as covered in the Manual's "Linking with custom scripts" chapter.
It should still update correctly in the Variables Manager, howe…
I'll have to look into it further, but this is likely a bug. Hovering over a Hotspot, hovering off, and then back on the same Hotspot should invoke the event twice.
It is. There is no need for a conversion with the API reference, and there's also no Graphic element involved.
You just need to set the texture directly:
AC.PlayerMenus.GetElementWithName (MenuName, ElementName).backgroundTexture = myNewTexture;
To change the property of a Menu, right-click it in the Menu Manager to get an API reference.
For example, the API reference for the default Inventory menu's "ShiftLeft" button's background texture is:
AC.PlayerMenus.GetElementWithName (…
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Sorry, but you'll have to re-phrase this - I'm not clear on what you mean.
You will need to share much more detail about what you've got, and exactly what the problem is. You mention a "Main Menu" component on your Camera, but as…
Welcome to the communuty, @dojogrant.
There's a few approaches you can take, but it should be possible to run a sub-scene's ActionList. If you'd like to create a new thread with more details (version numbers, steps to recreate, etc) I can look int…
I'll need to attempt a recreation of the problem. Can you provide screenshots of your full Settings and Menu Managers (including the properties of the Menu in question)?
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The included UFPS integration refers to "UFPS v1". There is a WIP-integration script for their newer "Ultimate Character Controller" on the wiki here. As I understand it, both UFPS v2 and UTPS use UCC as their underlyin…
Issue recreated. I believe I've got a fix, but would appreciate some testing/feedback.
If you can, please open up /AdventureCreator/Scripts/Managers/ActionListManager.cs, and replace the EndCutscene () function (starting around line 80) with the f…
Object: Add or remove will spawn an instance of a prefab into the scene, but here you're trying to enable a GameObject that's already present - the two operations aren't the same thing.
You should generally avoid enabling/disabling GameObjects at r…
I'm confused about your mention of the "save file being cleared". Is this in reference to your own save file / script?
And when restarting the game, you're using Engine: End game to do so? When this is called, all global and per-scene i…
Welcome to the community, @haha. Can you confirm your AC version and platform?
If the "starting point" of a cutscene was not the currently-running ActionList, then the ActionList is killed and the sequence re-run from the beginning insta…