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The only references AC makes to PlayerPrefs directly is within the SaveFileHandler_PlayerPrefs and OptionsFileHandler scripts. You can insert logs into these to see if this is the case.
You need to wrap your function around a class definition:
using UnityEngine;using AC;public class MyScriptName : MonoBehaviour{ private void OnEnable () { GameObject.Find ("BossCloseUp_Baby").GetComponent<AC.ActionList>…
I need to know details of the situation to help. Share as many screenshots and information about the problem as you can.
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The cursor should only change icon when performing an operation, e.g. dragging. Are you seeing the hand icon the whol…
What animation engine does the character use?
If Sprites Unity, you can use the Character: Animate Action's **Set Standard" method to temporarily replace their normal walk animation with one that plays backwards, or create a Timeline that anim…
Are you referring to the speech ending (i.e. the menu disappearing), or it stopping scrollgin?
If you have a Default Sound object in the scene, that's where the sounds will play from - and you can use a custom event to stop it:
private void OnEnab…
SaveFileHandler is a static variable - you should be able to set it even before AC is present in any scene.
But you're saying this same setting is recognised in other platforms?
Be aware that the Options handling uses PlayerPrefs by default as wel…
OK, this should be fixed now.
The issue was that Input System now clones the Input Actions asset at runtime, while the Inputs UI component still references the originals.
The updated package should now sync them together again.
Thanks for the details, I have recreated the issue on my end.
It may be due to a change in the Input System package - I'll look into this and see what's going on.
You're better off syncing the Animator to the normalised time of the QTE, which you can get with:
AC.KickStarter.playerQTE.GetRemainingTimeFactor ();
This can be placed in a script attached to the Animator to set the value of a float parameter nam…
You can still attach sprites to Image components and rotate them in animations - just not with Sprite Renderers.
I've also heard tell of using a RenderTexture that records an object in the scene on a RawImage in a UI, but it's a general Unity topic…
Information on animation events can be found in Unity's documentation.
Is the ActionList an asset, or attached to the same GameObject as the Animator?
If you attach it to the object, an event of the name "Interact" should be enough.
If …
That's probably the best way that doesn't involve custom scripting, yes. Two separate journals that you update simultaneously.
When needing to turn on the correct Menu, you can use this Action to check the current language:
https://adventure-crea…
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This is with the Variables Manager open and Show realtime values? checked?
When the input is changed, the variable should get updated via:
* RemappableAction's OnRemapBinding function, calling:
* ControlsReader's SaveRebinding function
At…
The Input UI now references the correct Input Actions asset, but for some reason each of the four Input Action Reference fields now all point to the same thing - ToggleCursor.
Is this a manual change? ToggleCursor isn't defined in the integration'…
You can set the file handler for both save games, and options data, through script, e.g.:
SaveSystem.SaveFileHandler = new SaveFileHandler_SystemFile ();Options.OptionsFileHandler = new OptionsFileHandler_SystemFile ();
The above classes are inclu…