@Rickious: Which scene settings are you referring to? Things to do with your Managers, e.g. references to variables?
If you use the New Game Wizard (or just not the default/demo), then Managers won't be overwritten - but the Demo ones will be assi…
The GUI for "checking" Actions is automatic, in that the "condition is met / not met" sockets and labels are added for you.
To make an ActionCheck use the correct output socket when running, you need to add an override CheckCond…
ActionLists generally shouldn't be added manually - normally you should just use the Cutscene prefab listed in the Scene Manager, and run it via other Actions (or with the "Run now" button if testing). The location of the ActionList compo…
Thank you for the clear explanation!
The item still being the cursor is due to there not being a restriction in an item needing to actually be in the inventory for it to be selectable - so that others can make use of this in other custom code. To …
Sorry, but we'll need to know more detail about this before suggestions can be given. Firstly, in what versions of AC and Unity?
Secondly, what do you mean by hiding the conversation option? By use of the Dialogue: Toggle option Action? That's h…
If in Inventory settings the "Selected item's display" field was set to Nochange or Show Selected / Hover, it would be right to show the label but with Hide From Menu it should not appear.
I agree with that, I'll look into it.
The slot number is only of worth if the element parameter is not null. You can just check for that in lieu of the slot number:
if (_element != null)
{
Debug.Log ("Over element " + _element.title + ", Slot: " + _slot);
}
else
…
This might be a question for the CD team, but I'm assuming you're referring to an AC character here.
I suppose you could create a "CD only" instance of the same character, so that it only appears to be the same one the AC uses.
However, …
Which versions of AC and Unity, please?
You'll need to have as many shapekeys in the Phonemes group as you do phonemes in the Speech Manager - create three more even if they're just copies of the "Talk_D" shapekey.
Check the Skinned Mesh…
The bunch of errors you say may well be key - what were they?
Yes, please PM me the project - but please remove any graphical and audio assets from it first, as they take up space and won't be necessary when it comes to testing.
The PlayerStarts in other scenes won't affect it - I'm talking about any other PlayerStarts in this same scene that aren't marked as the default in the Scene Manager. How many in this scene do you have, and where are they placed?
The AC version nu…
I'm afraid I can't recreate the issue with those same version numbers - floats, ints and strings work OK for me.
Were you previously linking those variables to something else, e.g. Options data? It may be a shot in the dark, but try clearing the o…
As others haven't reported this issue - and you say this has happened to you before - I wonder if this is down to something unique to your project. Are you using version control? What is your "Asset Serialization" setting set to?
From what you've shown in this last post, it looks OK. It could well be something else that's causing the issue, but without knowing what else is going on it's not really possible to say.
I'm PMing you a test scene of mine that demonstrates how th…
I'm not clear on what you're referring to. Are you talking about the previous inventory item's label not disappearing, or a label showing for an item that isn't there?
If you can provide screenshots of the issue, plus the properties of both your I…
Parameters should only come into it if you want to "recycle" the behaviour on different objects, but I recommend that even if you do, you should get things working on just one object - without parameters - before incorporating them.
Do yo…
Welcome to the community, @akacheese.
Which version of AC are you using?
If the First Person movement option is chosen, then the Player's First Person Camera will be automatically switched to during regular gameplay - as covered by the "First…
Demo game's were loaded initially after upgrade, then I changed back to my custom managers.
To be really clear: this was before you then loaded up / viewed the affected Interaction?
This behaviour should never happen, but so far as restoring broke…