AC's Menu system does not allow for multiple touches at once - is your Menu's Source set to Adventure Creator?
You may be able to get around this by switching to Unity UI, which I believe does support this. An AC Menu can be easily converted to Un…
I'll see to the jump setting not showing under that combination of settings. Given the huge number of possible options, the Settings Manager hides those that it considers irrelevent to your game. I'm not aware of any other options being mistakenly…
Not that I'm aware of - hence the introduction of the checkbox. I appreciate that it can be a pain to have to define the inputs, but it does at least prevent the possible introduction of further issues - and only needs doing the once.
The Horizont…
AC's Timer element can be linked to a Unity UI Slider.
Your DialogList element should now have a When invisible field. If you set it to Disable Object, the associated UI Button should be deactivated when not in use. You will then have to build yo…
To look into the disappearing labels issue, yes. First, however, try copying, pasting, and then deleting the original Menu. You may have to re-enter the default Journal pages into the Speech Manager.
For the original issue, check that the Unity U…
See Section 3.1 of the Manual - to save a change in a character's movement sounds, you need to ensure two things:* The asset's name is unique
* The asset is placed in a directory named Resources (can be in a subdirectory inside this)
You should rem…
There is no restriction so far as jumping when moving goes. AC allows jumping whenever the character is grounded, which is checked for by a Physics.CheckCapsule call if using a Rigidbody, and the "isGrounded" property of a Character Contr…
You should make use of Unity UI, which has considerably more options so far as dynamic layouts go. It's recommended to make use of Unity UI for your Menus, once you're happy with their functionality within AC.
A tutorial for converting an AC-sourc…
The 2.5D tutorial can be found here. However, AC's 2.5D GameCamera does not support cursor influence or movement - this is because the convenience of being able to set a background graphic via the Inspector prevents this.
In order to make use of t…
You can modify the UFPS integration script's Update function to detect if you are currently in an AC loading screen, and then modify your UFPS HUD script accordingly. How you do the latter exactly will depend on what HUD script you're using, but th…
Make sure you are using AC's Music system to play your music, and then check Music can play when game is paused? in the Music Storage window.
You can then use the Sound: Play music Action to pause and resume your music when the Pause menu is turned…
I've found that there is some variation in the speed of draggable objects when the Fixed Timestep is altered manually. I shall address these in AC's upcoming v1.56 release.
StateHandler's OnGUI function exists as a way of calling all OnGUI code from one place, so that there's only one such function being called when running builds. The script does a similar thing with Update, LateUpdate and FixedUpdate.
AC makes use …
Thank you for the detailed runthrough, @ilmari!
ActionListManager's OnGUI function is also hidden behind a UNITY_EDITOR check, but the ToString() conversion is a valid point. I shall look into this as part of AC's next update.
Welcome to the community, @crash426mnb.
This may be an issue with the way your Unity inputs are set up. Are you using a keyboard or a controller to control your character?
AC doesn't change the direction your character moves in, but it will have …
No need, with some trickery.
ActionList assets refer to scene-based objects (including scene-based ActionLists such as Cutscenes) via Constant ID number. It can only refer to one ID at a time, but if each instance of the Cutscene shares the same I…