These things are always best done with custom Actions if you have the know-how, but ActionList parameters are another way of streamlining your ActionLists when you want to manipulate many objects in your scene in a similar way.
You could, for examp…
Update to the latest release. v1.56 made some changes under the hood to this area - basically any save file made for a "local" player now assigns the ID with the calculation:
-2 - (current scene index)
This means that -1 is now decrepit…
Are you assigning a Position Transform in your Sound: Play-one shot Action? It may be related to your camera's position in the scene when this plays.
It may be better to play your audio through a specific Sound object (using Sound: Play) so that y…
Yes, that's my thought too. AC's music system works on the assumption that only one track is playing at a time (except during crossfading).
Treating your music tracks like ambient SFX tracks should be just fine.
If you're using Unity UI, then it'll be down to Unity's own UI components to handle it - AC has it's own corrective functions for handling different aspect ratios, but only for Menus with Source set to Adventure Creator.
Back up your project first, but you should be able to rename your asset files to remove the "New" safely now that it's working. Can't say why this issue would occur, however.
If you get a Console error, please post the full message (whic…
1. What is your Hotspot detection method set to in the Settings Manager? That affects how the active Hotspot is determined (actually, probably best to post all such settings).
2. When you say "player", are you referring to the player pre…
Journal pages can be added during gameplay using the Menu: Change state Action.
Inventory items can be animated only very simply by using the Object: Highlight Action, which allows you to have an item flash it's Highlight texture as defined in the …
Calling a Character: Move along path Action to resume the path is not necessary - the NPC should automatically resume the path once the node's Cutscene has finished. Did you add that to try to fix the issue, or have you always been using that Actio…
Yes, having an interim "startup" scene is a good idea.
Also be aware that there are a number of performance tips in the Manual's Section 13.6 - these are especially relevant when building to mobile.
Sorry for the trouble. Seeing a screenshot of the SortingMap's Inspector will definitely be useful in understanding this.
Also make sure that your Settings Manager's Camera perspective option is set to 2D, and Movement and turning is set to Unity …
Using AC with other game template assets inevitably requires coding of some kind - though AC tries to keep this to a minimum / as simple as it can be when possible.
One non-coding trick is to make use of the Engine: Manage systems Action, which all…
Could you elaborate on the "asking for layers" issue, @radiantboy? If you allow the installer to create them automatically, it should be aware of this.
AC's reference to InteractiveCloth is to fix an issue when pausing the game while clo…
It's my understanding that all non-physics related calculations should be performed in Update. However, I will look into the use of lerping here. I will let you know if I need more information or testing done.
Whether or not a camera moves when inactive (which is still useful for e.g. split-screen effects) doesn't have any bearing on it's position when made active. When it comes to the standard AC GameCameras, any given player position will have only one…
Please do! Though the source of this issue is still unclear, it will need to be addressed if it's down to AC. I will do my own testing as well.
As this hasn't been reported elsewhere, it could well be down to you having multiple scenes open at on…
Perhaps this is moot by now, but by linking AC Variables to Options Data and writing a custom Action, you can create your own Options settings and embed them within AC's Profile data (so that you can have a per-user VSync option etc). It's covered …
The toggleCursorState is only recorded when saving games.
You can read if the cursor is currently locked with:
AC.KickStarter.playerInput.IsCursorLocked ();
However, the cursor also unlocks when in pause menus - and this is separate from the &quo…