I've considered it, but decided against having an "AC global preferences" window. It's very much the intention for AC projects to be isolated from one another, so that multiple such projects can feasibly be stored within a single Unity pr…
I would start off by making prefabs - Unity 2018.3 finally brings the ability to create nested prefabs and prefab variants, which is ideal for creating many NPCs with slight differences between them.
Parameters and variables are also recommended to…
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The parameter type "GameObject" just needs a GetComponent call to convert it into the Char component, i.e.:
GameObject myParameterValue = parameters[0].gameObject;Char myCharacter = myParameterValue.GetComponent <Char>();
(…
The font and size of the "item count" text is based on the settings given when the Inventory menu itself has its Source set to Adventure Creator. You can temporarily switch back to this mode to get the font and size correct for that mode …
Detecting the presence of a controller is a general Unity question - a couple of threads on the Answers site can be found here:
https://answers.unity.com/questions/218477/how-can-i-detect-if-a-gamepad-is-present.html
https://answers.unity.com/quest…
The default pausing menus (including Save/Load etc) all rely on Crossfading to switch between one another, and the Pause menu's Appear type is set to On Input Key while also pausing the game.
These settings assume a certain amount of control that A…
Don't worry about spamming the board - separating different issues up makes it easier for future users with similar problems to find them. These three problems are generally related, however.
* I'm assuming ScriptA / ScriptB are Actions, in which …
A tutorial on switching the active Player can be found here.
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What is it in particular you're looking for information on? The NPC won't follow the Player across scenes - but if you make the NPC a prefab, you can place an instance of him in …
I'm afraid I still cannot recreate this. If you send me a .unitypackage file that includes all files necessary for me to experience the issue, with steps on what to do, I'll take a look.
Welcome to the community, @bulka_tarta.
The Action class's ShowGUI method relies on Unity's EditorGUI API, so displaying an array is a topic that Unity's own forums will also cover, if you'd like to search them for an example too.
Generally though…
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When would you like it to play? If it should run when the scene begins, you can place the Action in your OnStart Cutscene, which you can assign in your Scene Manager. ActionLists generally shouldn't go on the Player, since object reference…
There's no need to create a separate menu for each Document, as the document elements will display the contents of the "active" Document. You can, however, set them to a specific Document through scripting.
To show two pages of a Documen…
Document as in from the Inventory Manager? That'll be smaller, I'd imagine, but the size of a scene is down to its complexity.
There won't be much difference though, since you're really just dealing with text. The major factors to a game's size a…