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ChrisIceBox

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ChrisIceBox
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  • The brightnessSlider variable in your script is not referenced in the rest of the code - assigning it will make no difference. There's also no need for a custom Action - an updated tutorial that simplifies the coding process can be found here. Fir…
  • Return to the ActionList when click asset that runs when the SavesList is clicked on, and have it run the Variable: Set Action that transfers the "clicked ID" parameter to the "Save slot index" variable. This is then set - and s…
  • Is the game visible at the time this is run? The first "Fade In" command will be ignored because it has Wait until finish? unchecked, and is followed by another "Fade In" command. If you wish to fade in when the scene begins, b…
  • The currently-highlighted item instance can be read with the HoverInstance property: AC.KickStarter.runtimeInventory.HoverInstance From there, you can extract the intended property and set it to e.g. a Text variable with: if (InvInstance.IsValid …
  • The text shown in the screenshot are your cursor icon labels - can you show where/how they are displayed in-game, along with your full Settings and Cursor Managers? What are your AC and Unity versions also?
  • Changes made to Manager fields are inherently persistent - it's a proprerty of how Unity assets work. If you make changes at runtime to a Manager field, it's best to also set it to its default value when the game begins. That way, any changes made…
  • The Player stops because of the AutoExamineHotspot script running the Hotspot's Examine interaction, which halts the Player. To get around this, you can bypass the halting, and just run the interaction ActionList directly. In the ucustom script, r…
  • Your Actionist: Run Action has Wait until finish? checked - meaning Cutscene is still running until Objective_Added completes. The AC Status box reveals this - in any such situation, it's the best first port of call.
  • Which logic - the use of Input: Check? Check that no gameplay-blocking ActionLists are running at the time. You can do this by enabling the AC Status box at the bottom of the Settings Manager.
  • Switch over to UnityUI - it offers much more control over how the Menu reacts to different aspect ratios. Generally, I recommend using Unity UI for final menu design, while AC for rapid prototyping. A tutorial on Unity UI menus can be found here. …
  • No worries. Place the code in a C# script named AutoSetLanguage, and then place it in on an empty GameObject in your game's opening scene. Alternatively, you can do away with the events, and instead make it a public function, i.e.: using UnityEng…
  • Is custom code involved? The PlayerCursor component is attached to the per-scene GameEngine object - when you switch scene, the game will rely on a separate PlayerCursor instance. If you're affecting it through script, you'll need to re-run the sa…
  • Generally, I'd recommend relying on Unity UI when dynamic scaling is involved - it offers a lot more control over how elements expand to fit their content. With Unity UI, you can make use of Unity's Content Size Fitter component to adjust the size …
  • Attach a Trigger component to the Fireball, and configure it to detect the Ship. You can avoid the use of Rigidbodies by setting the Trigger's Detection method to Transform Position. Increase the # objects to detect field by 1, and then add the sh…
  • An ActionList running in the background won't cause a "gameplay" menu to disappear - check that there isn't anything else running at the time. The best way to debug such situations is to enable the "AC Status" box at the bottom …
  • I believe this is down to the new AC.asmdef file in the Scripts folder creating a conflict with existing Events defined in the Events Editor - apologies for the hassle. You should be able to remedy it by removing the AC.asmdef file - but for future…
  • (Quote) Open up AC's MenuSavesList script and look for the following (around line 864): if (newSaveSlot && _slot == (numSlots - 1)) Replace with: if (newSaveSlot && !fixedOption && _slot == (numSlots - 1)) Does that fix t…
  • What platform/OS are you running on? I'll attempt a recreation - is this occuring in similar lists as well, e.g. the Menu Manager? A possible temporary workaround: the "Adventure Creator" section of the Project settings has an "Item…
  • This is too complex a logic chain to deal with in one go - we'll need to start at the beginning and work from there. (Quote) Is this to say you have 20 separate SavesList elements, each with Fixed Save ID only? checked? If so, the main difference …
  • You do not need to add any custom scripts to get around this - you can leave worrying about the underlying code to me. Before I can make any potential changes/fixes to the codebase, however, I will first need to be able to reproduce the original is…
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