I think this is too specific to be a built-in feature - the deliberations of what graphic is used for which amounts would never be consistent, and the UI for allowing for that would be overly complex.
Better to rely on some simple scripting: the OnI…
All Remember components are subclasses of ConstantID - and include a Constant ID value in their Inspectors. Having a Remember component on a GameObject gives it a Constant ID value automatically.
Unfortunately, Hotspots must be left on a single lay…
Please see the end of the "First-person movement" chapter in the Manual.
If the Movement method is set to First Person, AC will switch back to the First Person camera during regular gameplay. You can, however, temporarily switch this to N…
I'm presuming that Cutscene_02 switches to Cam_02?
Ensure that all cameras have a Constant ID component on them - this is necessary to save their states in save game files.
As I explained in our other thread, AC does not allow for saving mid-Cutsce…
Indeed - this shouldn't be a complex problem. Simply having the RememberHotspot component attached should ensure its state is saved - regardless of its "State on start" value.
So that we can ensure no conflict, remove all custom code tha…
The bug only applies to multiple ID components on the same GameObject - having an ID value on the Hotspot wouldn't affect the parent.
I shall look into incorporating a custom event that triggers when an ActionList is run - that way, it'll be possibl…
If you map the key to "mouse 0" in Unity's input manager, it'll respond to left-clicks.
To respond to taps on touch-screen devices, hook into the InputGetButtonDownDelegate override, as covered in the Manual's "Remapping inputs" …
This one? http://pasteall.org/1157879/csharp
Attach it to a RawImage component and switch to Hardware cursor rendering. The script'll set the RawImage's texture to match the hardware cursor, and reposition it to where the mouse cursor is.
Since AC expects a click down, it'll check for that first before any drag state - since the drag relies on a click down first.
Having click "ups" detected first creates a fundamental conflict between the two systems.
What I can do, however…
What would be the need? Hotspots are only detectable on one layer, so moving distant Hotspots to a different layer effectively makes them non-interactive.
If you really want to turn them on/off by proximity, you can do it through script:
http://pas…
When it comes to hooking up custom functionality into common AC tasks, have a look at the custom events tutorial. In this case, it might be that the OnSwitchCamera event is relevant to you.
First things first, is the original issue now resolved?
So far as separating AC's code, you can change AC's folder location so long as you also update the "mainFolderPath" string in the Resource.cs file.
Since the audio files are still referenced by the Speech Manager, they'll still be included in the build. Unity can't tell if you actually play the lines at runtime or not.
If you opt to merge matching lines, it should remove duplicates with only o…
You can hook into the OnEnterGameState / OnExitGameState events to listen in for the game entering/exiting the Cutscene state, which occurs when the player moves to a Hotspot with that option checked.
What do you mean by "running your level generation"?
I can't recreate the issue myself, but I'm doing it by duplicating a prefab instance manually in the Hierarchy - if you're running some script to lay these down for you, it may be that y…
Unless you have a backup, I'm not sure you can. I don't think this would be an issue with AC specifically, if the file has become corrupted, but if you have an error message it'd be worth seeing it in full.
I was referring to the iOS version.
If the Save: Save or load Action is used to load your Autosave, you can check Selective loading? which will give you the option to not load the scene in which the save was recorded. You can then follow it up with…
The Wait cursor only shows when gameplay is blocked. You can, however, change the Main cursor graphic through script. To get an API reference to it (for use in a custom script), right-click the texture field in the Cursor Manager:
AC.KickStarter.c…