You need a Remember Trigger component, and I think you can turn it off at runtime by passing the TurnOff message to it using the "Object: Send message" action.
I think that the best practice here is to use Unity UI - you are able to position the counter wherever you want. AC's menu system is intended to be used only for prototyping.
If you're changing the location of the number, remember you'll also have …
The explanation Chris gave you still applies for the most part, just using a different type of button, i.e. the "fade out" action that is currently in your OnLoad cutscene needs to be moved to the actionlist that runs when you click "…
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I updated from AC 1.81.7 to AC 1.82.1. The change happened between those two versions.
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The menu doesn't pause the game, but the animator was already running in Unscaled Time, in any case.
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Sorry, I misspoke! I meant "th…
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It does, thank you!
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Many, many AC versions ago, the profiles would only be loaded correctly on the manager while the game was playing - which was a little annoying. After an AC update (I can't remember which), this changed. To apply…
Thanks you! I'm going to do some more robust testing later, but it seems to be working.
I have just noticed though that the Save-game Manager displays a "No save files found" message even when there are save files in the profile. A in-gam…
Thanks! I wasn't hooking it through code, I used the Events Editor to create a OnAfterChangeScene event and run an actionlist that sent a message to my script.
What I was having issues with was my code above. It was supposed to create a list, which…
I wasn't sure it would be necessary to create a new hook, as long as OnAfterChangeScene ran after the scene data was loaded, but definitely before the OnStart/OnLoad actionlists. But when I tried to adapt my script to test this, I ran into a differe…
I've considered moving the whole method out of void Awake() and calling it at the start of the OnStart/OnLoad actionlists (i.e. after everything is loaded but before the rest of the actionlist sets up the NPCs), but because this is a component attac…
Cheers, yeah, I thought I'd checked the layers, but it turns one of my triggers was on Default. Changing it to be on Ignore Raycast like the others fixed this.
Thanks, Chris! The issue was not the AC update: I updated from Unity 2021 to 2022 a couple of months ago, and then had to take a break, so I did not notice the icons had disappeared when I updated Unity. HierarchyItemCB was not running at all, thoug…
You just need to add the Paths Solution script to a game object in the scene, reference the path you want to manipulate there, and fill in the fields with the numbers you want:
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And this is the Editor script (you need to place it inside a folder called Editor for it to work):
using System.Collections.Generic;using UnityEngine;using UnityEditor;using AC;[CustomEditor(typeof(PathsSolution))][CanEditMultipleObjects]public cla…
Oh, I've rewritten it since then. This is the main script:
using System.Collections.Generic;using UnityEngine;using AC;public class PathsSolution : MonoBehaviour { public int startHour = 0; public int startMinute = 0; public int startSecon…
Ah that's weird - I've never seen an artefact like this. Have you been able to reproduce it/make a video of it? I'm having a hard time picturing it properly. Is the menu source AC or Unity UI?
The issue with ChatGPT is that it just makes stuff up. It's almost ridiculous how annoyed I was reading that code lol - I'm not saying I was annoyed with you, jamesfootlight, just at how the LLM "confidently" bluffs through a solution like…
The files are present and in the correct folder with no duplicates, but when I try to add one of those events in the Events Editor, I get this error (I'm using Unity 2021.2.7f1 and AC 1.80.2):
NullReferenceException: Object reference not set to an …