Welcome to the community, @PolygonTreehouse.
As this is a very visual problem, seeing some screenshots of the issue would help to understand it.
The physics system was updated in v1.57 - are you using that? Rigidbody-based characters will now mov…
As the warning suggests, you're comparing the character's name with the character itself. If the name "Test" is the name of the character's GameObject, just use:
if (speakingCharacter != null && speakingCharacter.gameObject.name …
For most people, that message will be necessary to see. However, you can control which of AC's logs are written to the Console via the bottom of the Settings Manager.
An alternative way would be to define a Highlight, but also a Centre point (over…
See the links to the scripting guide - the Options class also has a SavePrefsToID function:
Options.SavePrefsToID (myPrefsID, myOptionsData);
This allows you to update a profile with an OptionsData. You could load the OptionsData from a profile, …
@DADA_universe: What are your ActionLists, exactly? Please post screenshots of them showing the way you're attempting this in a new thread in Technical Q&A - this is not the best thread for debugging such issues.
Know that you can use the Acti…
Variables that are linked to Options Data shouldn't reset on switching the scene. I've just tried recreating that behaviour, but all's working fine so far as I can see. If that behaviour is persisting for you, please post steps to reproduce.
Save…
A custom script would be even more appropriate in that case. An Action that checks the transform values of a single object would still need to be repeated for the number of objects you have to check, so if you have 132 of them to go through then a …
Welcome to the community, @abix.
Profiles can be managed through custom scripting if need be - you can see the provided functions in the Options class here.
The key to this may be the Linked to option the Variables Manager. Any Global Variable ca…
I've been thinking about this as an option - but I'm afraid I'm not so keen on an official implementation now.
Even as a pop-up dialog in the form of "Would you like to search scenes not in the build?" I feel it would be all-too easy for …
Indeed - the linked prefab field is intended for whatever you may need it for, 3D model or otherwise.
It may be worth sticking to completely AC-based Menus (i.e. no Unity UI) until the functionality is working correctly. Unity UI adds another laye…
The issue is that the AudioClip variable simply needs to be defined outside of the function, so that you can assign it in the Inspector:
public AudioClip myAudioClip;
Place the above outside of the function (but inside the class) and you should fi…
The Hotspot Menu uses Unity UI, while the Inventory one uses Adventure Creator. Again, you can't control the ordering between the two, as they use different rendering systems. If you switch your Hotspot Menu's Source field back to Adventure Creato…
Custom script or Action that goes through an array of GameObjects and compares their Z/Y co-ordinates with the variable values.
float storedZValue = AC.GlobalVariables.GetFloatValue (2);
float storedYValue = AC.GlobalVariables.GetFloatValue (3);
W…
Welcome to the community, Peter.
Have you made use of Inventory properties? They allow you to assign strings and other value types to inventory items - see Section 5.6 of the Manual for more. You could also assign a prefab to each item that conta…
The Hotspot label refers to the text displayed in your "Hotspot" Menu. Don't let the name mislead you: the text here will show the names of your inventory items too - basically all of the dynamic "hover text" is shown in this Me…