Adventure Creator  1.56g
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2017
AC.SettingsManager Class Reference
Inheritance diagram for AC.SettingsManager:

Public Member Functions

void ShowGUI ()
 
bool ActInScreenSpace ()
 Checks if the game is in 2D, and plays in screen-space (i.e. characters do not move towards or away from the camera). More...
 
bool IsUnity2D ()
 Checks if the game uses Unity 2D for its camera perspective. More...
 
bool IsTopDown ()
 Checks if the game uses Top Down for its camera perspective. More...
 
bool IsFirstPersonDragRotation ()
 Checks if the game is in first-person, on touch screen, and dragging affects only the camera rotation. More...
 
bool IsFirstPersonDragComplex ()
 Checks if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement. More...
 
bool IsFirstPersonDragMovement ()
 Checks if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation. More...
 
int GetDefaultPlayerID ()
 Gets the ID number of the default Player prefab. More...
 
Player GetPlayer (int ID)
 Gets a Player prefab with a given ID number. More...
 
int GetEmptyPlayerID ()
 Gets the ID number of the first-assigned Player prefab. More...
 
Player GetDefaultPlayer ()
 Gets the default Player prefab. More...
 
bool CanClickOffInteractionMenu ()
 Checks if the player can click off Interaction menus to disable them. More...
 
bool MouseOverForInteractionMenu ()
 Checks if the player brings up the Interaction Menu by hovering the mouse over a Hotspot. More...
 
bool ShouldCloseInteractionMenu ()
 Checks if the Interaction menu should be closed based on the current click/tap. More...
 
SelectInteractions SelectInteractionMethod ()
 Gets the method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction. More...
 
bool IsInLoadingScene ()
 Checks if the game is currently in a "loading" scene. More...
 
bool IsInFirstPerson ()
 Checks if the game is played in first-person. More...
 
bool CanGiveItems ()
 Checks if the player is able to "give" inventory items to NPCs. More...
 
bool CanSelectItems (bool showError)
 Checks if inventory items can be selected and then used on Hotspots or other items. More...
 
bool CanDragCursor ()
 Checks if the cursor can be dragged on a touch-screen. More...
 
bool ReleaseClickInteractions ()
 Checks if Interactions are triggered by "clicking up" over a MenuInteraction element. More...
 
float GetDestinationThreshold (float offset=0.1f)
 Gets the minimum distance that a character can be to its target to be considered "close enough". More...
 

Public Attributes

string saveFileName = ""
 
SaveTimeDisplay saveTimeDisplay = SaveTimeDisplay.DateOnly
 
bool takeSaveScreenshots
 
bool useProfiles = false
 
int maxSaves = 5
 
bool orderSavesByUpdateTime = false
 
bool reloadSceneWhenLoading = false
 
bool useJsonSerialization = false
 
List< InvVarsceneAttributes = new List<InvVar>()
 
ActionListAsset actionListOnStart
 
bool blackOutWhenSkipping = false
 
PlayerSwitching playerSwitching = PlayerSwitching.DoNotAllow
 
Player player
 
List< PlayerPrefabplayers = new List<PlayerPrefab>()
 
bool shareInventory = false
 
MovementMethod movementMethod = MovementMethod.PointAndClick
 
InputMethod inputMethod = InputMethod.MouseAndKeyboard
 
AC_InteractionMethod interactionMethod = AC_InteractionMethod.ContextSensitive
 
SelectInteractions selectInteractions = SelectInteractions.ClickingMenu
 
CancelInteractions cancelInteractions = CancelInteractions.CursorLeavesMenuOrHotspot
 
SeeInteractions seeInteractions = SeeInteractions.ClickOnHotspot
 
bool closeInteractionMenuIfTapHotspot = true
 
bool stopPlayerOnClickHotspot = false
 
bool cycleInventoryCursors = true
 
bool autoCycleWhenInteract = false
 
WhenReselectHotspot whenReselectHotspot = WhenReselectHotspot.RestoreHotspotIcon
 
bool lockCursorOnStart = false
 
bool hideLockedCursor = false
 
bool disableFreeAimWhenDragging = false
 
bool runConversationsWithKeys = false
 
bool clickUpInteractions = false
 
bool defaultMouseClicks = true
 
bool inventoryDragDrop = false
 
float dragDropThreshold = 0
 
bool allowInventoryInteractionsDuringConversations = false
 
bool inventoryDropLook = false
 
InventoryInteractions inventoryInteractions = InventoryInteractions.Single
 
bool inventoryDisableLeft = true
 
bool inventoryDisableUnhandled = true
 
bool activeWhenHover = false
 
InventoryActiveEffect inventoryActiveEffect = InventoryActiveEffect.Simple
 
float inventoryPulseSpeed = 1f
 
bool activeWhenUnhandled = true
 
bool canReorderItems = false
 
SelectInventoryDisplay selectInventoryDisplay = SelectInventoryDisplay.NoChange
 
RightClickInventory rightClickInventory = RightClickInventory.DeselectsItem
 
bool reverseInventoryCombinations = false
 
bool canMoveWhenActive = true
 
bool selectInvWithUnhandled = false
 
int selectInvWithIconID = 0
 
bool giveInvWithUnhandled = false
 
int giveInvWithIconID = 0
 
bool autoDisableUnhandledHotspots = false
 
Transform clickPrefab
 
float walkableClickRange = 0.5f
 
NavMeshSearchDirection navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor
 
bool doubleClickMovement = false
 
bool magnitudeAffectsDirect = false
 
bool directTurnsInstantly = false
 
bool disableMovementWhenInterationMenusAreOpen = false
 
DirectMovementType directMovementType = DirectMovementType.RelativeToCamera
 
LimitDirectMovement limitDirectMovement = LimitDirectMovement.NoLimit
 
bool directMovementPerspective = false
 
float destinationAccuracy = 0.8f
 
bool experimentalAccuracy = false
 
float pathfindUpdateFrequency = 0f
 
float verticalReductionFactor = 0.7f
 
float jumpSpeed = 4f
 
bool singleTapStraight = false
 
bool singleTapStraightPathfind = false
 
float clickHoldSeparationStraight = 0.3f
 
bool useFPCamDuringConversations = true
 
bool onlyInteractWhenCursorUnlocked = false
 
float freeAimSmoothSpeed = 50f
 
bool assumeInputsDefined = false
 
List< ActiveInputactiveInputs = new List<ActiveInput>()
 
float freeAimTouchSpeed = 0.01f
 
float dragWalkThreshold = 5f
 
float dragRunThreshold = 20f
 
bool drawDragLine = false
 
float dragLineWidth = 3f
 
Color dragLineColor = Color.white
 
bool offsetTouchCursor = false
 
bool doubleTapHotspots = true
 
FirstPersonTouchScreen firstPersonTouchScreen = FirstPersonTouchScreen.OneTouchToMoveAndTurn
 
bool touchUpWhenPaused = false
 
bool forceAspectRatio = false
 
float wantedAspectRatio = 1.5f
 
bool landscapeModeOnly = true
 
CameraPerspective cameraPerspective = CameraPerspective.ThreeD
 
MovingTurning movingTurning = MovingTurning.Unity2D
 
HotspotDetection hotspotDetection = HotspotDetection.MouseOver
 
bool closeInteractionMenusIfPlayerLeavesVicinity = false
 
bool placeDistantHotspotsOnSeparateLayer = true
 
HotspotsInVicinity hotspotsInVicinity = HotspotsInVicinity.NearestOnly
 
HotspotIconDisplay hotspotIconDisplay = HotspotIconDisplay.Never
 
HotspotIcon hotspotIcon
 
Texture2D hotspotIconTexture = null
 
float hotspotIconSize = 0.04f
 
bool playerFacesHotspots = false
 
bool onlyFaceHotspotOnSelect = false
 
bool scaleHighlightWithMouseProximity = false
 
float highlightProximityFactor = 4f
 
bool occludeIcons = false
 
bool hideIconUnderInteractionMenu = false
 
ScreenWorld hotspotDrawing = ScreenWorld.ScreenSpace
 
float navMeshRaycastLength = 100f
 
float hotspotRaycastLength = 100f
 
float moveableRaycastLength = 30f
 
string hotspotLayer = "Default"
 
string distantHotspotLayer = "DistantHotspot"
 
string navMeshLayer = "NavMesh"
 
string backgroundImageLayer = "BackgroundImage"
 
string deactivatedLayer = "Ignore Raycast"
 
bool useLoadingScreen = false
 
ChooseSceneBy loadingSceneIs = ChooseSceneBy.Number
 
string loadingSceneName = ""
 
int loadingScene = 0
 
bool useAsyncLoading = false
 
float loadingDelay = 0f
 
bool playMusicWhilePaused = false
 
List< MusicStoragemusicStorages = new List<MusicStorage>()
 
VolumeControl volumeControl = VolumeControl.AudioSources
 
AudioMixerGroup musicMixerGroup = null
 
AudioMixerGroup sfxMixerGroup = null
 
AudioMixerGroup speechMixerGroup = null
 
string musicAttentuationParameter = "musicVolume"
 
string sfxAttentuationParameter = "sfxVolume"
 
string speechAttentuationParameter = "speechVolume"
 
int defaultLanguage = 0
 
bool defaultShowSubtitles = false
 
float defaultSfxVolume = 0.9f
 
float defaultMusicVolume = 0.6f
 
float defaultSpeechVolume = 1f
 
ShowDebugLogs showDebugLogs = ShowDebugLogs.Always
 
bool printActionCommentsInConsole = false
 
bool showActiveActionLists = false
 
bool showHierarchyIcons = true
 

Properties

bool InventoryDragDrop [get]
 
bool AutoDisableUnhandledHotspots [get]
 

Detailed Description

Handles the "Settings" tab of the Game Editor window. Most game-wide settings, including those related to control, input and interactions, are stored here.

Member Function Documentation

bool AC.SettingsManager.ActInScreenSpace ( )

Checks if the game is in 2D, and plays in screen-space (i.e. characters do not move towards or away from the camera).

Returns
True if the game is in 2D, and plays in screen-space
bool AC.SettingsManager.CanClickOffInteractionMenu ( )

Checks if the player can click off Interaction menus to disable them.

Returns
True if the player can click off Interaction menus to disable them.
bool AC.SettingsManager.CanDragCursor ( )

Checks if the cursor can be dragged on a touch-screen.

Returns
True if the cursor can be dragged on a touch-screen
bool AC.SettingsManager.CanGiveItems ( )

Checks if the player is able to "give" inventory items to NPCs.

Returns
True if the player is able to "give" inventory items to NPCs.
bool AC.SettingsManager.CanSelectItems ( bool  showError)

Checks if inventory items can be selected and then used on Hotspots or other items.

Parameters
showErrorIf True, then a warning will be sent to the Console if this function returns False
Returns
Checks if inventory items can be selected and then used on Hotspots or other items
Player AC.SettingsManager.GetDefaultPlayer ( )

Gets the default Player prefab.

Returns
The default player Player prefab
int AC.SettingsManager.GetDefaultPlayerID ( )

Gets the ID number of the default Player prefab.

Returns
The ID number of the default Player prefab
float AC.SettingsManager.GetDestinationThreshold ( float  offset = 0.1f)

Gets the minimum distance that a character can be to its target to be considered "close enough".

Parameters
offsetThe calculation is 1 + offset - destinationAccuracy, so having a non-zero offset prevents the result ever being zero.
Returns
The minimum distance that a character can be to its target to be considered "close enough".
int AC.SettingsManager.GetEmptyPlayerID ( )

Gets the ID number of the first-assigned Player prefab.

Returns
The ID number of the first-assigned Player prefab
Player AC.SettingsManager.GetPlayer ( int  ID)

Gets a Player prefab with a given ID number.

Parameters
IDThe ID number of the Player prefab to return
Returns
The Player prefab with the given ID number.
bool AC.SettingsManager.IsFirstPersonDragComplex ( )

Checks if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement.

Returns
True if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement.
bool AC.SettingsManager.IsFirstPersonDragMovement ( )

Checks if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation.

Returns
True if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation.
bool AC.SettingsManager.IsFirstPersonDragRotation ( )

Checks if the game is in first-person, on touch screen, and dragging affects only the camera rotation.

Returns
True if the game is in first-person, on touch screen, and dragging affects only the camera rotation.
bool AC.SettingsManager.IsInFirstPerson ( )

Checks if the game is played in first-person.

Returns
True if the game is played in first-person
bool AC.SettingsManager.IsInLoadingScene ( )

Checks if the game is currently in a "loading" scene.

Returns
True it the game is currently in a "loading" scene
bool AC.SettingsManager.IsTopDown ( )

Checks if the game uses Top Down for its camera perspective.

Returns
True if the game uses Top Down for its camera perspective
bool AC.SettingsManager.IsUnity2D ( )

Checks if the game uses Unity 2D for its camera perspective.

Returns
True if the game uses Unity 2D for its camera perspective
bool AC.SettingsManager.MouseOverForInteractionMenu ( )

Checks if the player brings up the Interaction Menu by hovering the mouse over a Hotspot.

Returns
True if the player brings up the Interaction Menu by hovering the mouse over a Hotspot.
bool AC.SettingsManager.ReleaseClickInteractions ( )

Checks if Interactions are triggered by "clicking up" over a MenuInteraction element.

Returns
True if Interactions are triggered by "clicking up" over a MenuInteraction element
SelectInteractions AC.SettingsManager.SelectInteractionMethod ( )

Gets the method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction.

Returns
The method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction.
bool AC.SettingsManager.ShouldCloseInteractionMenu ( )

Checks if the Interaction menu should be closed based on the current click/tap.

Returns
True if the Interaction menu should be closed based on the current click/tap.
void AC.SettingsManager.ShowGUI ( )

Shows the GUI.

Member Data Documentation

ActionListAsset AC.SettingsManager.actionListOnStart

The ActionListAsset to run when the game begins

List<ActiveInput> AC.SettingsManager.activeInputs = new List<ActiveInput>()

A List of active inputs that trigger ActionLists when an Input button is pressed

bool AC.SettingsManager.activeWhenHover = false

If True, then an inventory item will show its "active" texture when the mouse hovers over it

bool AC.SettingsManager.activeWhenUnhandled = true

If True, then the inventory item will show its active effect when hovering over a Hotspot that has no matching Interaction

bool AC.SettingsManager.allowInventoryInteractionsDuringConversations = false

If True, inventory can be interacted with while a Conversation is active

bool AC.SettingsManager.assumeInputsDefined = false

If True, then try/catch statements used when checking for input will be bypassed - this results in better performance, but all available inputs must be defined.

bool AC.SettingsManager.autoCycleWhenInteract = false

If True, then triggering an Interaction will cycle the cursor mode, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction

bool AC.SettingsManager.autoDisableUnhandledHotspots = false

If True, Hotspots that have no interaction associated with a given inventory item will not be active while that item is selected

string AC.SettingsManager.backgroundImageLayer = "BackgroundImage"

The layer to place BackgroundImage prefabs on

bool AC.SettingsManager.blackOutWhenSkipping = false

If True, then the game will turn black whenever the user triggers the "EndCutscene" input to skip a cutscene

CameraPerspective AC.SettingsManager.cameraPerspective = CameraPerspective.ThreeD

The game's camera perspective (TwoD, TwoPointFiveD, ThreeD)

CancelInteractions AC.SettingsManager.cancelInteractions = CancelInteractions.CursorLeavesMenuOrHotspot

The method to close Interaction menus, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOffMenu, CursorLeavesMenu, CursorLeavesMenuOrHotspot)

bool AC.SettingsManager.canMoveWhenActive = true

If True, then the player can move while an inventory item is selected

bool AC.SettingsManager.canReorderItems = false

If True, then inventory items can be re-ordered in a MenuInventoryBox by the player

float AC.SettingsManager.clickHoldSeparationStraight = 0.3f

The duration in seconds that separates a single click/tap from a held click/tap when movementMethod = AC_MovementMethod.StraightToCursor

Transform AC.SettingsManager.clickPrefab

A prefab to instantiate whenever the user clicks to move the player, if movementMethod = AC_MovementMethod.PointAndClick

bool AC.SettingsManager.clickUpInteractions = false

If True, then interactions can be triggered by releasing the mouse cursor over an icon, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction

bool AC.SettingsManager.closeInteractionMenuIfTapHotspot = true

If True, then Interaction Menus can be closed by tapping another Hotspot for which they are opened.

bool AC.SettingsManager.closeInteractionMenusIfPlayerLeavesVicinity = false

If True, and hotspotDetection = HotspotDetection.PlayerVicinity and interactionMethod = InteractionMethod.ChooseHotspotThenInteraction, then Interaction Menus will close if the Player is no longer in the active Hotspot's vicinity

bool AC.SettingsManager.cycleInventoryCursors = true

If True, then inventory items will be included in Interaction menus / cursor cycles, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction

string AC.SettingsManager.deactivatedLayer = "Ignore Raycast"

The layer to place deactivated objects on

int AC.SettingsManager.defaultLanguage = 0

The game's default language index

bool AC.SettingsManager.defaultMouseClicks = true

If True, and inputMethod = InputMethod.MouseAndKeyboard, then left and right mouse clicks will have default behaviour

float AC.SettingsManager.defaultMusicVolume = 0.6f

The game's default music audio volume

float AC.SettingsManager.defaultSfxVolume = 0.9f

The game's default SFX audio volume

bool AC.SettingsManager.defaultShowSubtitles = false

The game's default subtitles state

float AC.SettingsManager.defaultSpeechVolume = 1f

The game's default speech audio volume

float AC.SettingsManager.destinationAccuracy = 0.8f

How accurate characters will be when navigating to set points on a NavMesh

bool AC.SettingsManager.directMovementPerspective = false

If True, then the player's position on screen will be accounted for, if directMovemetType = DirectMovementType.RelativeToCamera

DirectMovementType AC.SettingsManager.directMovementType = DirectMovementType.RelativeToCamera

How the player moves, if movementMethod = AC_MovementMethod.Direct (RelativeToCamera, TankControls)

bool AC.SettingsManager.directTurnsInstantly = false

If True, and movementMethod = AC_MovementMethod.Direct, then the Player will turn instantly when moving during gameplay

bool AC.SettingsManager.disableFreeAimWhenDragging = false

If True, and the game is in first-person, then free-aiming will be disabled while a moveable object is dragged

bool AC.SettingsManager.disableMovementWhenInterationMenusAreOpen = false

If True, and Interaction menus are used, movement will be prevented while they are on

string AC.SettingsManager.distantHotspotLayer = "DistantHotspot"

The layer to place distant Hotspots on, if hotspotDetection = HotspotDetection.PlayerVicinity

bool AC.SettingsManager.doubleClickMovement = false

If True, and movementMethod = AC_MovementMethod.PointAndClick, then the user will have to double-click to move the player

bool AC.SettingsManager.doubleTapHotspots = true

If True, then Hotspots are activated by double-tapping (if inputMethod = AC_InputMethod.TouchScreen)

float AC.SettingsManager.dragDropThreshold = 0

The number of pixels the mouse must be dragged for the inventory drag-drop effect becomes active, if inventoryDragDrop = True

Color AC.SettingsManager.dragLineColor = Color.white

The colour of the drag line, if drawDragLine = True

float AC.SettingsManager.dragLineWidth = 3f

The width of the drag line, if drawDragLine = True

float AC.SettingsManager.dragRunThreshold = 20f

The minimum drag magnitude needed to make the player run, if movementMethod = AC_MovementMethod.Drag

float AC.SettingsManager.dragWalkThreshold = 5f

The minimum drag magnitude needed to move the player, if movementMethod = AC_MovementMethod.Drag

bool AC.SettingsManager.drawDragLine = false

If True, then a drag line will be drawn on screen if movementMethod = AC_MovementMethod.Drag

bool AC.SettingsManager.experimentalAccuracy = false

If True, and destinationAccuracy = 1, then characters will lerp to their destination when very close, to ensure they end up at exactly the intended point

FirstPersonTouchScreen AC.SettingsManager.firstPersonTouchScreen = FirstPersonTouchScreen.OneTouchToMoveAndTurn

How first-person movement should work when using touch-screen controls (OneTouchToMoveAndTurn, OneTouchToTurnAndTwoTouchesToMove)

bool AC.SettingsManager.forceAspectRatio = false

If True, then the game's aspect ratio will be fixed

float AC.SettingsManager.freeAimSmoothSpeed = 50f

The acceleration for free-aiming smoothing

float AC.SettingsManager.freeAimTouchSpeed = 0.01f

The free-look speed when rotating a first-person camera, if inputMethod = AC_InputMethod.TouchScreen

int AC.SettingsManager.giveInvWithIconID = 0

The ID number of the CursorIcon interaction that selects the inventory item (in "give" mode) when unhandled, if selectInvWithUnhandled = True

bool AC.SettingsManager.giveInvWithUnhandled = false

If True, and inventoryInteraction = InventoryInteractions.Multiple, then the item will be selected (in "give" mode) if a particular Interaction is unhandled

bool AC.SettingsManager.hideIconUnderInteractionMenu = false

If True, then Hotspot icons will be hidden if an Interaction Menu is visible

bool AC.SettingsManager.hideLockedCursor = false

If True, then the cursor will be hidden whenever it is locked

float AC.SettingsManager.highlightProximityFactor = 4f

The factor by which distance affects the highlighting of Hotspots, if scaleHighlightWithMouseProximity = True

HotspotDetection AC.SettingsManager.hotspotDetection = HotspotDetection.MouseOver

How Hotspots are detected (MouseOver, PlayerVicinity)

ScreenWorld AC.SettingsManager.hotspotDrawing = ScreenWorld.ScreenSpace

How to draw Hotspot icons (ScreenSpace, WorldSpace)

HotspotIcon AC.SettingsManager.hotspotIcon

The type of Hotspot icon to display, if hotspotIconDisplay != HotspotIconDisplay.Never (Texture, UseIcon)

HotspotIconDisplay AC.SettingsManager.hotspotIconDisplay = HotspotIconDisplay.Never

When Hotspot icons are displayed (Never, Always, OnlyWhenHighlighting, OnlyWhenFlashing)

float AC.SettingsManager.hotspotIconSize = 0.04f

The size of Hotspot icons

Texture2D AC.SettingsManager.hotspotIconTexture = null

The texture to use for Hotspot icons, if hotspotIcon = HotspotIcon.Texture

string AC.SettingsManager.hotspotLayer = "Default"

The layer to place active Hotspots on

float AC.SettingsManager.hotspotRaycastLength = 100f

The length of rays cast to find Hotspots

HotspotsInVicinity AC.SettingsManager.hotspotsInVicinity = HotspotsInVicinity.NearestOnly

What Hotspots gets detected, if hotspotDetection = HotspotDetection.PlayerVicinity (NearestOnly, CycleMultiple, ShowAll)

InputMethod AC.SettingsManager.inputMethod = InputMethod.MouseAndKeyboard

The main input method used to control the game with (MouseAndKeyboard, KeyboardOrController, TouchScreen)

AC_InteractionMethod AC.SettingsManager.interactionMethod = AC_InteractionMethod.ContextSensitive

How Hotspots are interacted with (ContextSensitive, ChooseInteractionThenHotspot, ChooseHotspotThenInteraction)

InventoryActiveEffect AC.SettingsManager.inventoryActiveEffect = InventoryActiveEffect.Simple

The effect to apply to an active inventory item's icon (None, Pulse, Simple)

bool AC.SettingsManager.inventoryDisableLeft = true

If True, then left-clicking will de-select an inventory item

bool AC.SettingsManager.inventoryDisableUnhandled = true

If True, then triggering an unhandled Inventory interaction will de-select an inventory item

bool AC.SettingsManager.inventoryDragDrop = false

If True, then inventory items can be drag-dropped (i.e. used on Hotspots and other items with a single mouse button press

bool AC.SettingsManager.inventoryDropLook = false

If True, then using an inventory item on itself will trigger its Examine interaction

InventoryInteractions AC.SettingsManager.inventoryInteractions = InventoryInteractions.Single

How many interactions an inventory item can have (Single, Multiple)

float AC.SettingsManager.inventoryPulseSpeed = 1f

The speed at which to pulse the active inventory item's icon, if inventoryActiveEffect = InventoryActiveEffect.Pulse

float AC.SettingsManager.jumpSpeed = 4f

The player's jump speed

bool AC.SettingsManager.landscapeModeOnly = true

If True, then the game can only be played in landscape mode (iPhone only)

LimitDirectMovement AC.SettingsManager.limitDirectMovement = LimitDirectMovement.NoLimit

How to limit the player's moement, if directMovementType = DirectMovementType.RelativeToCamera

float AC.SettingsManager.loadingDelay = 0f

The delay, in seconds, before and after loading, if both useLoadingScreen = True and useAsyncLoading = True

int AC.SettingsManager.loadingScene = 0

The number of the scene to act as a loading scene, if loadingScene = ChooseSceneBy.Number

ChooseSceneBy AC.SettingsManager.loadingSceneIs = ChooseSceneBy.Number

How the scene that acts as a loading scene is chosen (Number, Name)

string AC.SettingsManager.loadingSceneName = ""

The name of the scene to act as a loading scene, if loadingScene = ChooseSceneBy.Name

bool AC.SettingsManager.lockCursorOnStart = false

If True, then the cursor will be locked in the centre of the screen when the game begins

bool AC.SettingsManager.magnitudeAffectsDirect = false

If True, and movementMethod = AC_MovementMethod.Direct, then the magnitude of the input axis will affect the Player's speed

int AC.SettingsManager.maxSaves = 5

The maximum number of save files that can be created

float AC.SettingsManager.moveableRaycastLength = 30f

The length of rays cast to find moveable objects (see DragBase)

MovementMethod AC.SettingsManager.movementMethod = MovementMethod.PointAndClick

How the player character is controlled (PointAndClick, Direct, FirstPerson, Drag, None, StraightToCursor)

MovingTurning AC.SettingsManager.movingTurning = MovingTurning.Unity2D

The method of moving and turning in 2D games (Unity2D, TopDown, ScreenSpace, WorldSpace)

string AC.SettingsManager.musicAttentuationParameter = "musicVolume"

The name of the parameter in musicMixerGroup that controls attenuation

AudioMixerGroup AC.SettingsManager.musicMixerGroup = null

The AudioMixerGroup for music audio, if volumeControl = VolumeControl.AudioSources

List<MusicStorage> AC.SettingsManager.musicStorages = new List<MusicStorage>()

A list of all AudioClips that can be played as music using the "Sound: Play Music" Action

string AC.SettingsManager.navMeshLayer = "NavMesh"

The layer to place active NavMeshes on

float AC.SettingsManager.navMeshRaycastLength = 100f

The length of rays cast to find NavMeshes

NavMeshSearchDirection AC.SettingsManager.navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor

How the nearest NavMesh to a cursor click is found, in screen space, if the user doesn't click directly on one

bool AC.SettingsManager.occludeIcons = false

If True, then Hotspot icons will be hidden behind colldiers placed on hotspotLayer

bool AC.SettingsManager.offsetTouchCursor = false

If True, then the cursor is not set to the touch point, but instead is moved by dragging (if inputMethod = AC_InputMethod.TouchScreen)

bool AC.SettingsManager.onlyFaceHotspotOnSelect = false

If true, and playerFacesHotspots = True, and interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction, then players will only turn their heads once a Hotspot has been selected

bool AC.SettingsManager.onlyInteractWhenCursorUnlocked = false

If True, then Hotspot interactions are only allowed if the cursor is unlocked (first person-games only)

bool AC.SettingsManager.orderSavesByUpdateTime = false

If True, then save files listed in MenuSaveList will be displayed in order of update time

float AC.SettingsManager.pathfindUpdateFrequency = 0f

If >0, the time (in seconds) between pathfinding recalculations occur

bool AC.SettingsManager.placeDistantHotspotsOnSeparateLayer = true

If True, and hotspotDetection = HotspotDetection.PlayerVicinity, then distant Hotspots will be placed on a different layer

Player AC.SettingsManager.player

The player prefab, if playerSwitching = PlayerSwitching.DoNotAllow

bool AC.SettingsManager.playerFacesHotspots = false

If True, then 3D player prefabs will turn their head towards the active Hotspot

List<PlayerPrefab> AC.SettingsManager.players = new List<PlayerPrefab>()

All available player prefabs, if playerSwitching = PlayerSwitching.Allow

PlayerSwitching AC.SettingsManager.playerSwitching = PlayerSwitching.DoNotAllow

The state of player-switching (Allow, DoNotAllow)

bool AC.SettingsManager.playMusicWhilePaused = false

If True, then music can play when the game is paused

bool AC.SettingsManager.printActionCommentsInConsole = false

If True, comments attached to Actions will be printed in the Console when the Action is run

bool AC.SettingsManager.reloadSceneWhenLoading = false

If True, then the scene will reload when loading a saved game that takes place in the same scene that the player is already in

bool AC.SettingsManager.reverseInventoryCombinations = false

If True, then invntory item combinations will also work in reverse

RightClickInventory AC.SettingsManager.rightClickInventory = RightClickInventory.DeselectsItem

What happens when right-clicking while an inventory item is selected (ExaminesItem, DeselectsItem)

bool AC.SettingsManager.runConversationsWithKeys = false

If True, then Conversation dialogue options can be triggered with the number keys

string AC.SettingsManager.saveFileName = ""

The name to give save game files

SaveTimeDisplay AC.SettingsManager.saveTimeDisplay = SaveTimeDisplay.DateOnly

How the time of a save file should be displayed (None, DateOnly, TimeAndDate)

bool AC.SettingsManager.scaleHighlightWithMouseProximity = false

If True, then Hotspots will highlight according to how close the cursor is to them

List<InvVar> AC.SettingsManager.sceneAttributes = new List<InvVar>()

The game's full list of inventory item properties

SeeInteractions AC.SettingsManager.seeInteractions = SeeInteractions.ClickOnHotspot

How Interaction menus are opened, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOnHotspot, CursorOverHotspot)

SelectInteractions AC.SettingsManager.selectInteractions = SelectInteractions.ClickingMenu

How Interactions are triggered, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickingMenu, CyclingCursorAndClickingHotspot, CyclingMenuAndClickingHotspot)

SelectInventoryDisplay AC.SettingsManager.selectInventoryDisplay = SelectInventoryDisplay.NoChange

How the currently-selected inventory item should be displayed in InventoryBox elements

int AC.SettingsManager.selectInvWithIconID = 0

The ID number of the CursorIcon interaction that selects the inventory item (in "use" mode) when unhandled, if selectInvWithUnhandled = True

bool AC.SettingsManager.selectInvWithUnhandled = false

If True, and inventoryInteraction = InventoryInteractions.Multiple, then the item will be selected (in "use" mode) if a particular Interaction is unhandled

string AC.SettingsManager.sfxAttentuationParameter = "sfxVolume"

The name of the parameter in sfxMixerGroup that controls attenuation

AudioMixerGroup AC.SettingsManager.sfxMixerGroup = null

The AudioMixerGroup for SF audio, if volumeControl = VolumeControl.AudioSources

bool AC.SettingsManager.shareInventory = false

If True, then all player prefabs will share the same inventory, if playerSwitching = PlayerSwitching.Allow

bool AC.SettingsManager.showActiveActionLists = false

If True, then all currently-running ActionLists will be listed in the corner of the screen

ShowDebugLogs AC.SettingsManager.showDebugLogs = ShowDebugLogs.Always

Determines when logs are written to the Console (Always, OnlyInEditor, Never)

bool AC.SettingsManager.showHierarchyIcons = true

If True, then icons can be displayed in the Hierarchy window

bool AC.SettingsManager.singleTapStraight = false

If True, then single-clicking also moves the player, if movementMethod = AC_MovementMethod.StraightToCursor

bool AC.SettingsManager.singleTapStraightPathfind = false

If True, then single-clicking will make the player pathfind, if singleTapStraight = True

string AC.SettingsManager.speechAttentuationParameter = "speechVolume"

The name of the parameter in speechMixerGroup that controls attenuation

AudioMixerGroup AC.SettingsManager.speechMixerGroup = null

The AudioMixerGroup for speech audio, if volumeControl = VolumeControl.AudioSources

bool AC.SettingsManager.stopPlayerOnClickHotspot = false

If True, then the player will stop when a Hotspot is clicked on, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction

bool AC.SettingsManager.takeSaveScreenshots

If True, then a screenshot of the game will be taken whenever the game is saved

bool AC.SettingsManager.touchUpWhenPaused = false

If True, then clicks while the game is paused are performed by releasing a touch, rather than beginning one

bool AC.SettingsManager.useAsyncLoading = false

If True, scenes will be loaded asynchronously

bool AC.SettingsManager.useFPCamDuringConversations = true

If True, then first-person games will use the first-person camera during conversations

bool AC.SettingsManager.useJsonSerialization = false

If True, then Json serialization will be used instead (Unity 5.3 and above only)

bool AC.SettingsManager.useLoadingScreen = false

If True, then a specific scene will be loaded in-between scene transitions, to be used as a loading screen

bool AC.SettingsManager.useProfiles = false

If True, then multiple save profiles - each with its own save files and options data - can be created

float AC.SettingsManager.verticalReductionFactor = 0.7f

How much slower vertical movement is compared to horizontal movement, if the game is in 2D

VolumeControl AC.SettingsManager.volumeControl = VolumeControl.AudioSources

How volume is controlled (AudioSources, AudioMixerGroups) (Unity 5 only)

float AC.SettingsManager.walkableClickRange = 0.5f

How much of the screen will be searched for a suitable NavMesh, if the user doesn't click directly on one (it movementMethod = AC_MovementMethod.PointAndClick)

float AC.SettingsManager.wantedAspectRatio = 1.5f

The aspect ratio, as a decimal, to use if forceAspectRatio = True

WhenReselectHotspot AC.SettingsManager.whenReselectHotspot = WhenReselectHotspot.RestoreHotspotIcon

What happens to the cursor icon when a hotspot (or inventory item, depending) is reselected and selectInteractions = SelectInteractions.CyclingMenuAndClickingHotspot

Property Documentation

bool AC.SettingsManager.AutoDisableUnhandledHotspots
get

If True, Hotspots that have no interaction associated with a given inventory item will not be active while that item is selected

bool AC.SettingsManager.InventoryDragDrop
get

If True, then inventory items can be drag-dropped (i.e. used on Hotspots and other items with a single mouse button press