I don't know what your error was, but the Walk-to Marker is a property of the Hotspot - if you're scripting it, it doesn't matter what the interactions are.
See the Manual's "Custom save formats and handling" chapter - it should go in the Awake function of a script placed in your game's opening scene. For example:
ForcePlayerPrefs.cs:
using UnityEngine;using AC;public class ForcePlayerPrefs…
The AC wiki script is, yes. Opsive provide their own integration script specfically for TPC, however (or at least they did). I shall contact them to check up on the state of this.
I see it now. The problem is that you are updating the parameters of the ActionListAsset, not the ActionList - which is what's actually being run.
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class Se…
Can you give a specific example?
If you bring up a menu while an item is selected, you can just use the Inventory: Deselect Action to de-select the item in the menu's ActionList when turn on field - but that's unrelated.
As the upgrade notes say, …
Your menu had a non-zero Transition time (s) value, so I had to set this to a positive value.
Your package also didn't include the menu's graphics, so I couldn't see exactly how the animations played out - however the intended animations are played…
The ActionList that runs the Save: Save or load Action is exempt from the "blocking ActionList" check. Are any other ActionLists running? You can list them via the AC Status box at the bottom of the Settings Manager.
The event is set to run before any Actions within the ActionList are triggered. Does the last Debug.Log statement (the one in the last script you posted) get shown?
What are your AC/Unity versions now? This works fine for me.
The error message points to three possible reasons this could be the case. Are any of them likely, e.g. another blocking ActionList is running at the same time?
The exact reason can be found by inserting Debug.Log statements into the PlayerMenus s…
You're null-checking for your speaker variable, so I'd say it's that "menuSpeech" hasn't been assigned and that GetSpeakingCharacter is not the issue.
Have you tried moving the code in Start() to the end of the OnEnable() function?
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No, labels are "read only". To implement interactivity, you'd have to rely on Unity UI in conjunction with custom scripting. I'd recommend looking on Unity's forums for a method that works, and then implementing that separately to AC. W…
Welcome to the community, @ElliottPopovich.
To be clear: AC is not intended for arcade games such as Galaga. It is made for traditional adventure games with a focus on puzzles and storytelling.
Having the screen scroll top-to-bottom, however, sho…
I'll attempt a recreation with the default template, then.
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GetMenuWithName requires the name of the menu passed as a parameter - see its scripting guide entry here.
The (0) in Slot index (0) refers to the ID number of the parameter - not anything to do with the actual slot value. From the looks of your screenshots, you've now set things up correctly so far as saving via Actions goes. Are you able to confirm t…
The script relies on the parameter being set before the ActionList is run - so that it can then convert that parameter GameObject into its child.
You shouldn't have to change the script, but it won't work if you're running the ActionList manually -…
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The state of all active inputs are recorded in save games, so I'd expect that to be the case. Since the input is only necessary while the inputbox is visible, however, you can try keeping it active and just use Menu: Check state to check th…
Make sure that you place the Follow Sorting Map component on the character's "Sprite child" - not the root object alongside the Player component.
Otherwise, in which AC and Unity versions, and have you checked the Console window for error…