You need to rely on the OnMenuTurnOn / OnMenuTurnOff events to trigger code when your Loading menu turns on:
http://pasteall.org/1219027/csharp
For more, see the Manual's "Menu scripting" chapter.
Inventory properties are not designed to be changed - they're read-only.
The Inventory: Property to Variable Action can be used to transfer a property value to a variable so that it can be read/set with the Variable: Check / Variable: Set Actions, b…
If you player-switch, then your "main" player will be in the scene you last left him.
What you can do is place the new Player directly in the scene file, and he'll override the default one for that scene only. It's not compatible with reg…
Can't recreate, I'll need some more info.* What are your AC and Unity versions?
* What's the appearance of the Variable's entry in the Speech Manager - is the translation importing correctly there?
* Is the "AQuestionsText" variable itself…
Do both Remember components share the same Constant ID value? There is currently a bug in which having multiple such components on a prefab causes them to be different, but this will be addressed in the next update.
So, the above change isn't what you want, then?
Typically you rely on the OnHotspotSelect / OnHotspotInteract custom events to override default behaviour. Having "Walk to" as a defined cursor is certainly the right approach, as you can ju…
It'll depend on your chosen Animation engine, but Sprites Unity Complex offers much more flexibility for this kind of thing.
A "blink" animation can be added to a new layer in your Animator, and you can then rely on Animator parameters to …
1) Your Capsule Collider does not appear to have it's base at the root position, but beneath it instead - either set the Centre Y to half the Height, or the Height to double the Centre Y.
2) You have three custom scripts attached - remove them for t…
It's a bug - the "Automatic" size option isn't too reliable.
I'll look into it further, but do bear in mind that the "Adventure Creator" source option for Menus is really more intended for prototyping at this stage. It's recomme…
You can't just "trigger" a script as a whole - you need to specify a function within that script to run. Your proposed Action has fields for the script and the GameObject it's placed within, but not the function within that script.
Callin…
Your Input: Toggle active Action doesn't enable the active input - you need to check the New state field.
To test it without the need for this Action, you can check Enabled by default? in the Active Inputs window.
See the examples on the Downloads page. The head sprite(s) are parented to a child of the body, and its this object's position that's animated as part of the body idle/walk animations. A new position for each sprite change in the animation. When …
That might show how the Editor might look, but not the end result.
Custom scripting wouldn't involving making changes to the editor, but adding scripts to your scene to make additions at runtime.
What I'm asking to see is what you actually want to …