Having the expression reset only when a new speech line begins is more aligned with the wording of the option, so the latest update made this change. As this was also related to an issue when expressions are displayed via portrait graphics, it was …
I'm getting a 403 on the link. Could you paste as raw text or upload to imgur?
ActionLists in the Editor will appear stacked in the top-left corner if you were only using the Inspector to build them beforehand - was this the case?
Are you able to e…
As your Inventory menu's Appear type is set to Manual, it shouldn't be turning off unless you explicitly tell it to. Is that the case, and if so, how/when?
One alternative method would be to instead set your Appear type fields to During Gameplay in…
Apologies, I was wrong about only needing a single Remember Visibility component. The Affect children? option does not mean that it saves the individual visibility state of children - but instead gives each child the same state as the parent.
If yo…
If you're disabling the GameEngine, one thing you can do is simply turn off AC completely with:
AC.KickStarter.TurnOffAC ();
That will end all ActionLists too.
The currently-seleted inventory item can be retrieved with:
AC.KickStarter.runtimeInventory.SelectedItem
Please see the "Inventory scripting" chapter of the Manual for more methods and variables available.
What are your AC and Unity version numbers? Let's see a screenshot of the "combine ActionList's" properties box, as well as the properties of the three Menus in question.
Inventory items can indeed be treated the same way as Hotspots in CHTI mode - but not by default.
In the Settings Manager, change the Inventory interactions field from Single to Multiple - that will allow you to define a separate interaction for eac…
I'll try to recreate the problem. What are your AC and Unity version numbers? Is the player object being spawned in from the Settings Manager in both scenes, or does either scene have the player object saved within the scene file itself?
You shou…
Sorry, there's not enough here - specifically I need to see your entire Settings Manager, and the Hotspot's Inspector.
It looks like the Hotspot has an "Interactive boundary" assigned. Does it work if it is temporarily unassigned?
The script above can go anywhere, since it doesn't actually affect or reference the UI, only AC's internal classes. If you want to make changes to it to e.g. manipulate a text box on a UI Canvas, then yes - put it there.
It depends on whether or not you want any currently-running ActionLists to be considered "skipped" so that any changes they make to the scene are kept. If you do, then skipping them with EndCutscene would be necessary.
If not, simply swi…
What about the other settings? Publishing etc.
If it builds the second time onward, my hunch is that this is a Unity bug. However, I'll see if I can reproduce this error to shed any light on it.
To be clear: is the problem that "OnLoad" is not run?
Be aware that OnLoad is only called when a scene is loaded as a result of loading a save game file - not from switching to it through natural gameplay, i.e. using the "Scene: Switc…
I wouldn't run it every frame or anything. AC itself generally only calls that either when saving/loading, or when running an Action for the first time.
Try the latest release, which should address the first post's issues.
I'll consider adding a "change cursor when over" option for InventoryBox elements, thanks for the suggestion.