AC requires that there only be one References asset file - this is very important. I was assuming that normally you'd only be working on one game at a time, so normally you'd only switch up your Managers when one episode is complete and you move on…
It would, but more importantly I feel it would also add a lot of clutter (and potential confusion) to the Editor UI and wouldn't be widely-used by others.
I can appreciate your situation, however. In this case, I'd say it's best to script it, whic…
In which versions of AC and Unity, exactly?
The "UI that's always enabled" is the InGame Menu? And you haven't modified it in any way? That shouldn't be the default behaviour. Try setting the Menu's Source temporarily back to Adventure…
Welcome to the community, @Lurky.
Let me assure you that there is no such "cut-off" point - any user, regardless of time of purchase, can update to the latest release. And if there is indeed a bug/glitch with the Asset Store, then it is …
That's not in v1.60.2, I'm afraid. It should be:
SyncLanguageData ();
Try re-downloading and importing AC from the Asset Store. Perhaps some of the files weren't imported.
The menu button can be used to simulate input, but you still need to tell AC to detect such input - regardless of whether its simulated or real.
This is done using "Active Inputs" - see Section 2.6 of the Manual. Be aware that the "…
Welcome to the community, @rmonic79.
The Scale value of your Game window is set to 0.73, which is causing it to be zoomed in so that the edges and corners are out of view. This is set by the slider at the top, left of the Maximize On Play button.
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I'm not sure that's something that would be used by many others. What's the purpose for it, in the context of your game? Know that it is possible to auto-select an item regardless of whether or not its in the player's inventory with the Inventory:…
There's no restriction so far as the number of "AC projects" within a single Unity project goes, and for episodic games I encourage it. Each episode ought to have their own Managers, except for the Variables Manager - which should be shar…
I'm afraid I'm not too clear on what's going on in the video - what's in the lower-right corner? Also, what are your full Inventory settings in the Settings Manager.
Your AC version is very old - and many inventory-related bugs have been fixed sin…
When moving along a path, they won't do any pathfinding calculations - they'll literally move toward their desination node in a straight line.
For dynamic pathfinding, you'll have to use the Character: Move to point Action instead - you can impleme…
Whether the game is paused or not depends on the ActionList - not the Actions. An Engine: Wait Action can be used to delay Actions, rather than block gameplay, if the ActionList's When running field is set to Run In Background, as opposed to Pause …
Afraid not. In cases like this, where you want to update logic components in bulk, or re-run ActionLists many times with different parameter values, it's often best to just script it. The scripting guide, together with custom Actions, make it poss…
Are you able to get good results for the Chinese language if you amend your Phonemes to use Chinese characters in the editor? If so, the best approach might be to have a script that dynamically switches them between the alphabet and Chinese charact…
The issue you raise about other sounds being cancelled when using the ambience engine is a bug - thanks for bringing it to my attention. I'll see that it is addressed in the next update.
As for your ActionList arrangement, there's no technical req…