The perceived state of the mouse button can be customised by way of delegate overrides - see the Manual's "Remapping inputs" chapter as well as this tutorial. It would be possible to have "up" events register as regular clicks t…
In that case, merely having an instance of the prefab present in the scene will be enough. You'll also need to have a Constant ID value that's shared between all.
This is just a case of checking Retain in prefab? in the prefab's Remember Conversati…
Again, I'll need your version numbers, please.
The Save: Save or load Action actually does wait until the process has finished - there's a wait for a callback triggered upon saving is complete. Can you post a screenshot of the ActionList you're usi…
If the files are assigned, yes. It's a wiki script because there might be some left out (e.g. if multiple players can speak the same line with their own separate audio). I'd recommend looking through them thoroughly to check beforehand.
I've also …
Welcome to the community, @michelhabib.
No - AC is intended for traditional graphic adventures, and does not provide support for AR or VR. AC can be feasibly be made to work with them, but it's on the user to write the custom scripts necessary to i…
It looks like the screenshot is cropped below - what else is under the Constant ID?
I have recently uncovered a bug in which CID numbers from prefabs were not being re-assigned correctly if a GameObject had more than one ConstantID / Remember compon…
Going down the custom menu/vars certainly wouldn't be ideal.
A new instance of the Conversation prefab will need to be present in each scene it can be triggered in. To get the state of each syncing up properly, however, you'll need a custom script…
Please be specific with Unity version numbers - with beta, patch releases etc, "latest" can take multiple meanings.
Is this occuring in the Editor, or in builds? What platform are you targeting?
How about with save games? Try saving whi…
Are there any other "Remember" components not saving, or present, in your game? Do your Hotspots have any other Remember/ConstantID components on them?
What exactly is not saving with the Hotspots? Their enabled state, or the state of th…
Please see the Manual's "Menu scripting" for details on how to access a menu element through script.
The MenuInventoryBox class provides a method to get a slot index number from a given item ID, as well as one to return the UI Button clas…
No, just place it once on a single GameObject per scene. It's just an example, so it runs the same fallback ActionList each time - but can be modified for per-Hotspot variety etc if needed.
I was assuming it would be the same GameObject it's attached to, and being called from OnPointerEnter - not Awake or anything else. Otherwise, you'd have to check if the mouse pointer is within its boundary.
Thinking about it, a custom Action isn't necessary - you can do this by hooking into the OnHotspotInteract custom event to momentarily override the Hotspot's Interaction settings:
http://pasteall.org/1129124/csharp
Again: Is the "FishRopeTricks4188" object the same AudioSource as that used by the "FishermanRopeTricks" NPC?
Right now, there just isn't enough detail shared to diagnose what the problem might be.
You need to be very clear abou…
You're not showing the Speech Manager entries - that last shot was of a Speech Action.
Click on one of the Speech lines listed in the Speech Manager - again, see the Manual chapter I mentioned in my last post. The script should assign the audio fil…
The Remember Trigger should ensure it's enabled state is consistent when returning to the scene and save game files - that's essentially its purpose.
Are you relying on player-switching? What are your Unity/AC versions?