I don't know what you could be doing external to AC that would affect it - but what else are you running?
What does the ActionList in question look like? Post a screenshot of it's ActionList Editor window so that we can see what's going on.
Are y…
That is how Variable: Run sequence is intended to be used. However, you can use the Variable: Pop Up switch Action to run different Actions based on a PopUp Variable's value in the manner you were thinking.
You can convert your Integer variable to…
Can you post some images of your NavMesh and scene layout? As this is a very visual problem, we will need to see what's going on exactly.
Also be aware that any collider on the "Default" layer (even if a trigger) will block clicks to the…
Welcome to the community, @coma199402. I'm sorry you're having trouble early on.
You will need to provide some screenshots and more detail, as without more information about these issues only very general advice can be given.
Be aware that there …
This is likely because your options data for the build and editor versions of your game are kept separate. Try clicking Reset options data in the Settings Manager, and then re-checking Show subtitles?.
Good to hear - be sure to read Section 1.6 of the Manual. Updating requires you to re-assign your game's Managers afterwards. It's a very simple step, but an important one.
This is likely because the camera's fade is overlaying the UI. You can get around this by relying on Adventure Creator as your Menu's Source. You can also unset the MainCamera's fade texture in its Inspector, but this will mean you have to rely on…
In what version of AC? If not the latest, please update to v1.56d and test again.
I cannot recreate the issue - things work using the same settings in the Demo game. If you're using Unity UI, switch your Menu's Source back to Adventure Creator an…
Killer reel, Peter! Kudos for the John K collaboration too. I've moved out of London, but open to collaboration as well - time depending. PM me if you want to talk more.
Have you removed the Audio Listener component from your custom camera? Unity only allows for one in the scene, and the MainCamera should already have one.
Sincere apologies, @StevenP94 - I've corrected the links. Sorry for the hassle, and I thank you for making me aware.
Which camera are you referring to, the GameCamera? It may be that this is tied to a bug within Unity.
v1.56d is now out, and adds a new feature to assist with this: if the Character: Move to point Action's Marker to reach field is set by a Hotspot via a GameObject parameter, then that Hotpspot's Walk-to Marker will be relied on instead. Therefore, …
If it's a select few questions, an alternative method would be to move the narrator's question text to a separate Menu and set the Appear type to Manual, and then control its display directly with the Menu: Change state Action.
In what version of A…
Version 1.56d:* Added: If a Hotspot is passed as a GameObject parameter to the “Character: Move to point” Action, the Hotspot’s “Walk-to Marker” will be assigned as the destination
* Added: Option to move characters with their Rigidbody2D components…
In what version of AC? Please post a screenshot of your Settings Manager - there are many more settings beside the Movement method that control the way Hotspots are interacted with.
A cycle button may be necessary depending on your chosen options,…
Try to rely on AC's MainCamera for your rendering. You can still use a custom camera, but have AC attach the MainCamera to it like it does any other GameCamera via Actions / Scene Manager. Attaching the "_Camera" component to it will ena…
I think it could be - it's likely to do with Unity wanting to load the video in advance. Moving these Actions to ActionList asset files should cause Unity to only load them when told to play.