I'm afraid I don't follow your meaning too well, but you can use the OnMenuElementClick event to extract the clicked item's ID:
using UnityEngine;using System.Collections;using AC;public class GetItemID : MonoBehaviour{ public int itemID; pri…
Whether it's entered by the Player, or set by you yourself, a custom save label still gets it's text from a Global String variable.
Instead of letting the Player enter in a save name, you can instead adapt the principles of the tutorial to set the …
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I would need the full error message and script to tell what that refers to. Please post your code using pasteall.org, and share the full message.
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There really isn't enough information shared here for me to tell what it is you're do…
Best for me to see this for myself.
Please create a .unitypackage of your game's Managers, including your Inventory menu's UI Canvas prefab, and associated graphics. PM it to me and I'll take a look.
Were they walking with this option checked in a previous AC/Unity version?
Please share a screenshot of your NPC's full Inspector. Is this a 2D or 3D game?
I get no such message myself - do you have custom Actions loaded, or non-Action scripts placed in your Actions folder?
What does the Console report after placing the following in between lines 510/511 in AdventureCreator.cs?
Debug.Log ("Creat…
It's advised to back up your project beforehand (as the dialog box that appears will tell you), but it's intended to be clickable at any point - and repeated clicks should be fine, too.
It is, however, a convenience tool - you should still understa…
Welcome to the community, @Keshav.
Do any error messages appear in the Console?
AC and UCC require an integration script to work together. What are you using, and where did you get it from?
Is your Player spawned in at runtime via the "Play…
You can use this to terminate an active Speech class:
AC.KickStarter.dialog.KillDialog (mySpeech);
Placed in the OnStartSpeech_Alt event would give you access to the Speech class.
Welcome to the community, @vvrc.
There's no reference to AC in the warning text, so my hunch is that this is an issue with Unity. Does it appear to have any adverse effect on the game?
A search of the Unity forums turns up this reply from the Uni…
You shouldn't need to access the Document class.
Though the contents of a Document are stored in a separate class, when displayed in a Journal element you can still read the Journal's properties once the Menu is open and displaying the active docum…
Welcome to the community, @macgregger. What AC version number are you using?
Is this in Play mode, Edit mode, or both? In Edit mode, you will need to refresh the camera by clicking "Set as active" in its Inspector after changing the bac…
If you attach the "Particle Switch" component, it will react to the Object: Send message Action's "Turn Off" command. See the Manual's "Particle switch" chapter for more.
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Unless you were loading that save in your build, they shouldn't. You can try manually deleting the save game files (their locations are displayed in the Console), and resetting your Options data at the bottom of the Settings Manager to be s…
Recreated. I shall issue a fix presently.
In the meantime, open ActionParamSet.cs and replace:
protected int gameObjectConstantID;
with:
public int gameObjectConstantID;
So you're using a String parameter to control a Dialogue: Play speech Action's, Speech text field?
It's not possible to gather this up as speech text, since the parameter itself - and what you do with it - are separate entities.
If you place the s…
Make sure that your script runs before AC's StateHandler script, so that calls to "ResetMouseClick" are made before AC can read the mouse state. You can do this by giving it a negative Script Execution Order.
You could also try disabling…
"Legacy" refers to Unity's old animation system and it's use is discouraged nowadays.
Animations inside an Animator Controller cannot be "stopped" in the same way - though you can use animator parameters to control what is playe…