Please provide more detail when asking questions:* What do you mean by "the dialog fluctuates", exactly? How are you displaying it?
* How does your player move normally?
Depending on your movement method, ensuring that the ActionList tha…
What movement method are you using? A Hotspot shouldn't block movement by its Layer alone - if it's Collider has Is Trigger checked then it shouldn't affect movement.
However, you can set the Layer that active Hotspots are placed on by creating a …
You don't need to post screenshots of the game - just the ActionLists involved.
The ActionList that is running the background speech itself - what is that? A scene-based Cutscene, or an ActionList asset?
To kill a scene-based ActionList from an a…
Did you try giving the Menu a non-zero Transition time?
If holding a button down once, and the Menu is opening and then closing instantly, then that sounds like a bug. What version are you using? Be sure do download the latest version, v1.55c, fr…
I can see how that appears so, but that's still Unity's physics behaviour at work. When objects move very quickly - whether due to AC or not - if Unity is not calculating changes fast enough, things will go wrong. This is why things like raising t…
It's really up to you - there's no requirement for you to do it in AC, and if you know how to do it without AC, I would say that's the better option.
Even with AC, you're going to have to resort to a custom script to detect if the player is moving …
The Music engine can be gotten using GetMusicEngine:
Music music = KickStarter.stateHandler.GetMusicEngine ();
I shall see about adding a KickStarter reference for consistency.
Technically, that's likely more of an oversight than a bug. I'll look into it.
Closing for screenshots should be instantaneous, however - anything closed for that should be re-opened automatically afterwards.
The AC version number is necessary when posting error messages - what version are you using?
Are you sure you're running the "Remove" method? The error suggests "Replace" is being run instead.
EDIT: Never mind, bug recreated -…
While it seems this error would only occur if there was an error outside of AC being reported, I shall see if there is some way of keeping things more stable in this event - thanks for posting.
Welcome to the community, @Napalm.
Don't worry - you explained yourself just fine, and I understand your issue. The problem is that, where the Action to have an internal variable option, then it wouldn't be possible to save it's state - even after…
I'm sorry, but you're going to have to explain it more clearly with screenshots. "Idle dialogue" is confusing, as there is no such concept - "idle" and "dialogue" are separate terms in AC. Please post as much detail a…
2) Label elements should be ignored, but the order will depend on the order in which elements are listed in the Menu Manager.
However, this is really one of the main reasons you'll want to eventually switch to Unity UI: AC's element-scrolling featu…
1) AC does not darken sprites. The "Adventure Creator" option in Menus is actually a bit of a misnomer, as it's relying on Unity's OnGUI system for the rendering.
Check that there aren't any other textures, background or otherwise, getti…
I would say this is a good case for a new custom event - one which runs whenever the player takes an item from a container. I'll look into this for the next release.
Like I said before, there is nothing particularly intensive about the camera-switching algorithm. That the spike is a spike, and not a platform for the duration of the transition, suggests there's something intense only at the beginning. What happ…
Apologies - I wasn't aware it works with Sprites Default. That may be a new feature of Unity, as I'm sure that wasn't previously the case.
Perhaps it's to do with the way your scene is lit, or some quirk of Unity that I'm not aware of. The Highli…