Managers are asset files - so changing them at runtime will update the asset and will indeed change their values on startup.
Any Settings Manager option you want to change during gameplay will need to be set to its default value in its ActionList o…
Yes, I see your point - however, you could try having your custom script check for the raw Unity Input, rather than AC's. If you're not doing anything special like limiting directions etc, GetMoveKeys() is essentially returning:
new Vector2 (Input…
As I see it, there are two aspects of this:
1) Showing multiple Hotspot labels at a time
AC's built-in Hotspot menu only allows for one at a time, but it's possible to have one appear using the Highlight component's on/off events. Through script,…
You can change the Movement method value in the Settings Manager through script or with the Engine: Manage systems Action. I'd recommend trying that over modifying AC's scripts, as there are a few other checks for it around the codebase.
As before…
If you want to save custom data on scene objects, you can write your own "Remember" script and it'll automatically be included in AC's save system - see this tutorial.
See the end of the "First person" chapter of the Manual (2.2.3). The first-person camera will always be used when in gameplay with First Person movement. But you can change the movement method to "None" using the Engine: Manage…
Regarding parameterising the sprite: there's no "Sprite" parameter type but there is a String one, which is really why I was suggesting to use Resources.Load.
A tutorial on getting a custom Action to work with parameters can be found here…
Nice one. The forum does sometimes have trouble when posting angle brackets, so the GetComponent function didn't paste right - but there is a community wiki here if you'd ever like to contribute custom scripts.
In what way does "Show All" not work? All Hotspots within the Hotspot Detector should highlight, but bear in mind that only one Hotspot label can show at a time.
You'll need to be specific about what you mean by "displaying" a …
Forget about the Hotspot options. I was saying to try using the "Character: Move along path" Action in the same ActionList as your "Player: Constrain" Actions.
Not to have the character move along a path, but to use it's "…
You'll need to provide more detail I'm afraid: How are you moving the character? With Direct control? Is he hitting invisible "wall" colliders?
If so, this is likely a physics issue and one more to do with Unity than AC. Since you're …
By "onstart script", do you mean your OnStart cutscene, or a custom script's "Start" function?
A Start function should run when placed on an object that is spawned in the scene regardless of when it happens. You could maybe try…
You can modify an ActionList's parameter values through script - but not by passing a single parameter into the Interact method. Instead, you use the GetParameter function to get a parameter by ID number, and set its value using SetValue:
actionLi…
The Physics Demo works just fine for me when testing Touch Screen input in the Editor. Try downloading it and see if it's the same for you. If not, it may be a Unity version issue - in which case, which version are you using?
Is it possible to call an ActionList when an Inventory item is Selected (upon cursor icon change)?
You can define a "Use" interaction for an item in the Inventory Manager, which will run when left-clicked. That will override the default …
Welcome to the community, @lulitd.
There are a number of ways you can do it, largely depending on how many such close-ups you will have. If it's not too many, you could attach an Animator to the Image GameObject, create an animation for each image…
Welcome to the community, @Azmek.
I'm admittedly not overly familiar with the mechanics of VN games, so I invite anyone with more experience to chime in.
While AC is certainly geared towards more traditional "puzzle"-based adventures, I …
The "Use X on Y" syntax used by inventory items can be set on a per-item basis in the Inventory Manager by checking Override 'Use' syntax? in their list of properties. If the "Use" is "Equip", "on" is "Y…