This is not a bug, but an effect of the way that the skip system must work.
When an ActionList (or sequence of ActionLists) is skipped, all Actions involved are re-run instantly - regardless of the point in which the sequence is run. I won't go hea…
Sorry, but this is indeed a general Unity 2D question, and is best asked on the Unity forums. There are a number of 2D lighting assets on the Asset Store, too.
As I can't recreate these issues, I'll need you to do a bit of debugging if you don't mind.
In ActionListAsset.cs, find line 263:
defaultName = System.Text.RegularExpressions.Regex.Replace (defaultName, "[^\\w\\_]", "");
And repl…
Hotspot icons set to "Screen Space" are rendered via OnGUI - and this'll be above Unity UI rendering. Unless the Diary menu pauses the game, you'll have to disable Hotspot icons while the menu is displayed.
You appear to be controlling Ho…
You could hook into the OnSetPlayer custom event to try to set up their animation correctly, but it'd be fiddly and I wouldn't recomment it.
Better to rely on a single character and just animate the flashlight's display. It doesn't need to be added…
Re: Inventory - what's the name of your item?
Re: ActionList - can't recreate. Any Console messages associated with this? What platform are you working on and building to?
As this is a visual issue, please share some screenshots to illustrate the problem - the Inspectors of the objects and assets involved, as well as the view in-game.
One thing to bear in mind is that the colour of a "tinted" sprite is base…
@MAC
The ActionList itself is not set to run when the mouse leaves the Menu, only when it turns off. This type of Menu will turn itself off automatically when the game enters "cutscene" mode, so if clicking an item runs an ActionList the…
There's two ways to do it: either change a single scene dynamically, or rely heavily on prefabs to quickly create individual scenes that can be updated in bulk.
With the single-scene method, global variables to keep track of the player's position i…
Yes - any Manager field can have its value changed at any time through script.
Right-click on the field's label and click "Copy API reference" - that will give you a script reference to it that you can modify through script. For the field…
It should do, and I can't recreate this. At what point are you skipping OnStart - during or after the Actions in your asset file?
AC and Unity versions too, and let's also see the properties of the Cutscene and ActionList asset.
Please elaborate on the issues with search you're having.
In order to prepare a Menu for display at runtime, it has to be momentarily enabled/disabled in a single frame at startup. What you're likely seeing is the effect of that.
What you can do i…
Indeed: see the Manual's "Keyboard or controller input" chapter, which provides an overview of this input style, as well on tips regarding direct-menu navigation.
To be clear: AC does not officially support consoles - see the FAQ. This is…
Recreated. This is to do with the ordering of custom tags: right now, they're assumed to be placed in the speech text in the same order as they're declared in your custom script.
This is fixable, but will require a change in algorithm - as opposed …
The "dummy" menu method is a viable solution, though it seems you're also using some custom scripting with your mention of OnMouseOverMenu - whereas you should be able to do it with just one or the other.
* Method 1
Rather than having a d…