Sorry, I'm still not clear. That it shows a magnifiying glass suggests that e.g. a left-click would cause the Hotspot's examine/use interaction to run, and not anything to do with the inventory item (eg. combine with Hotspot).
From your description…
If you create a new variable after a save is recorded, then that variable's value won't be altered upon loading that save - because there's no recorded data for it.
What you can do, however, is hook into the OnBeforeLoading custom event to set the v…
Please include AC and Unity version numbers when posting issues - particularly when Console messages are included.
The message itself is revealing - what is the state of "Cofeelito_Use" when it shows? Is it indeed present (but inactive) i…
All looks well from the images. And if you select the idle/walk animation fields in the Inspector, they ping the correct animation file in your Assets folder? Do you have any other animations by the name of "idle", "walk"?
Thou…
Apologies. Indeed, the behaviour appears to be "swapped" only for a specific case.
I'll push out a fix today, but in the meantime this can be addressed by opening MenuInventoryBox.cs, and changing line 894:
else if (!AllowInteractions ())…
You haven't stated your character's animation engine, but I'm guessing you're currently using Sprites Unity. In general, if your 2D character is to involve animation that's any more complex than the standard idle/walk/talk animations, it's recommen…
The player doesn't need to be on Ignore Raycast to be undetectable by raycasting - just not those listed under the Settings Manager. For example, Hotspots are placed on "Default" - so only that layer is used when searching for them.
Menus
* Added: OnMenuElementShow and OnMenuElementHide events - called whenever a menu element's visibility is changed
* Added: OnMenuElementShift custom event - called whenever a multi-slot menu element's slots are shifted
* Added: Method to Player…
And the full changelog..
Version 1.64.0:
Upgrade notes
* The PersistentEngine prefab must now include the "Runtime Documents" component - this should be added manually if you choose not to import it
* If "Inventory interactions"…
* It's too risky to do it 1-2 days before launch.
Agreed - though the ResetSkippableData method could likely be safely inserted into an earlier release:
public void ResetSkippableData ()
{
ignoreNextConversationSkip = false;
foreach (Activ…
If you save/load things through menus, without the need for save Actions, does this occur?
Any messages in the Console?
What's the exact behaviour? Are they always visible/invisible, or just unchanged following the load?
Let's see the objects in q…
Could you post some images to illustrate, both of the scene itself and the Scene Manager? I'll also need to know the following:
* In which versions of both AC and Unity?
* Is the distant PlayerStart listed as the default in the Scene Manager?
* Are…
The cursor display reflects the available interactivity - you could (through script) change the cursor's display accordingly, but it wouldn't change the behaviour of LMB/RMB clicks.
What is it you're trying to achieve, exactly, in terms of interacti…
OK - but is this to apply to the game itself or pre-existing save files? As in, they already have the game, made saves, and a patch should unlock new things?
It may be that linking the variable to Options Data is the way to go. That stores the var…
Welcome to the community, @MoonWizard.
The LocalVariables.GetAllVars() method is a static one made for convenience. It's actually shorthand for:
KickStarter.localVariables.localVars;
If you're getting a NRE with that, then it's likely that the K…
On desktop platforms, saves are placed in Unity's Application.persistentDataPath and must be removed manually.
The location of saves is printed in the Console when recorded.
* The difference I see is that "Block Gameplay" is called "Pause Gameplay" in my version.
Apologies - I did mean Pause Gameplay.
* I suspect not all third-party actions are fully supported for skip logic... (?)
Not by default…
The Remember Animator component is for Animator components only - not Animation. Be sure to remove both that and any Animator component that's also on the character - when using Legacy, only the Animation component should be present.
If the charact…
What's the actual purpose behind the need? It might be there's a better way to achieve it - if a Global Variable is linked to Options Data, it's value will be independent of save files and become a per-profile value instead.
But to answer the origi…
Ah, right. In AssignValues, you just need to use:
myVarID = AssignVariableID (parameters, myVarParameterID, myVarID);
Where "myVarID" is the ID number of the global/local variable to be used, and "myVarParameterID" is the ID num…