I've written a wiki post on an alternative approach to sorting 3D characters in 2D scenes:
https://adventure-creator.wikia.com/wiki/Sorting_3D_characters_in_2D_scenes
It's a bit tricky as it requires a separate camera for each character / mid-scene…
There's a danger of too many options becoming overwhelming, and auto-selecting the new item instead of combining it isn't a common request - but this can be done easily with a custom script:
http://pasteall.org/1002767/csharp
This hooks into the OnI…
By restarting, I just meant restarting Unity - so that any "hooks" into the custom event are refreshed.
Is that script present on each UI Button? The OnEnable method will hook into the event for each component individually - so 10 instanc…
In which AC version? An ActionList asset shouldn't be able to run repeatedly if its Can run multiple instances? property is unchecked.
Assuming "the scene" is lobby, then the Actions you've posted would trigger "AvaEnterRoom" e…
I'm not clear on how your game plays on desktop - what is your control scheme both for movement and interacting with Hotspots?
This wiki script may be relevant:https://adventure-creator.wikia.com/wiki/Simultaneous_Hotspot_labels
Does the nav camera have a Constant ID component? You should be getting a Console warning about it upon saving if not.
See the Manual's "Saving scene objects" chapter for details on why this is necessary.
Most best practices regarding memory usage will be the same for all Unity games, not just those that rely on AC. There are plenty of threads on Unity's own forums as well as pages in Unity's manual with good general tips. The import settings of yo…
AC and Unity version numbers?
The default "SaveButton" element is hard-coded to only display when saving is possible. If you rename it, it'll become visible at all times - and you'll have to use the Save: Check Action in the Menu's Actio…
If you store the value as a Global Integer variable, it'll be saved automatically.
You can either remove your own script variable and replace calls to it with:
AC.GlobalVariables.GetIntegerValue (id);AC.GlobalVariables.SetIntegerValue (id, value);
O…
@ZcheK: Recreated, but unsure how possible it is to solve since it relies on Unity's Editor tools as well - I will look into it however. One way around it is to write the new value somewhere else and copy/paste it into the Action's field.
If you're not un-setting the event when the game ends, it may be that they're becoming compounded. It's best practice to do this, either way:
private void OnDisable() { EventManager.OnInventoryDeselect -= OnItemDeselect;}
(A restart might be re…
What were the non-AC issues that you suspect the character mis-moving is down to? Could you elaborate further on what exactly happens? Does he always move in the same direction, and without any input from yourself?
When under Direct movement, the…
That suggests that Options, OptionsPausa, Subtitles, narrador, Conversation were updated successfully. Was that the case, and what is the difference between those Menus and the others?
I apologise, but the updated script only made adjustments to t…
A record of all currently-running ActionListAssets is kept inside the ActionListAssetManager component, which - like all AC "engine" components - can be accessed with the syntax:
AC.KickStarter.actionListAssetManager
Within, you have acces…
Welcome to the community, @quantum_mango.
2D Triggers are only detected if both objects have 2D colliders on them, and at least one of them has a Rigidbody2D component - this is down to how Unity's designed them.
Those components should have been ad…
The Console appears to show that originalDepth is zero, but if the numbers are very small then it could be the case that it appears as (0,0,0) in the log.
When you say it takes a few minutes for the error to occur, what are you doing during that tim…
* How to write the JSON to the asset at runtime in a build?
Like I said - I don't know if it's possible, and it's a question for Unity. But the code I posted is how it would be done if it is.
As I also explained - AssetDatabase won't/can't be call…