You should keep Hotspots on their own GameObjects, as they require their own trigger Colliders. Just attach them as child objects if you want them to move with other GameObjects.
The script doesn't turn on Menus on, it merely reacts when one is turned on through its natural course. Is that script on a GameObject in your AC scene, and do you have an Event Manager component on your GameEngine prefab?
It's the same as the path parameter in Unity's Handheld.PlayFullScreenMovie function. If it's not in a subfolder beyond StreamingAssets, it should just be the filename, extension included.
The error you are getting is a Unity one.
When you switch platform to Android, your Engine: Play movie clip Action will change its UI, and inform you that the chosen clip must be placed in an asset folder named StreamingAssets.
AC's MainCamera is required to be present, but you can disable it through a script if you need to - see the UltimateFPSIntegration script to see an example of how it's done for UFPS.
You shouldn't need to do this, however - if you attach a "_C…
Move the whole of line 30 (bool weMetKeys) down to line 33 (above if (weMetKeys)).
You need to initialise the var in a function - as the error is telling you - but you also need to initialise it at the time you need to check it, since the AC Global…
Well, that's the thing about the new export wizard - you can omit all columns except the line IDs and translation you want to edit:
130|You got a sea shell.
Sorry for the back-and-forth, but it's important that you select the NavMesh for the in-game screenshot. What we're trying to establish here is whether or not the NavMesh is correctly incorporating the shape of the hole into itself.
It should be t…
The script sheet is not the same as translations. You can't edit original speech text outside of AC, but you can create a translation (which will be a copy of the original language by default), and then check Prevent original language from being us…
Both of the first two images link to the same thing. I also meant for you to show the NavMesh from the Scene view when the game is running, not the Game window.
Noted, but I'm not sure about the benefit - as it brings a few technical issues with it, and it is already possible as you've stated. How many OnStart Cutscenes are you running? Could you show the mess you're referring to?
Please read the forum rules before posting - more detail is needed to help, including version numbers, and screenshots showing the problem; in particular, your Animator window and AC's Player Inspector.
AC's PlayerStart prefab has no collider - so if there's one on yours, you may have changed the prefab, which you can revert by re-importing the prefab named /Assets/AdventureCreator/Prefabs/Navigation.
If there's no collider on it to begin with, yo…
AC will disable any Camera that is tagged as MainCamera (and not given the MainCamera component), or those that have the AC GameCamera components. If your Camera doesn't fall in these categories, it should be OK.
Welcome to the community, @IndorWojciech.
In future, please post timestamps when a video is required to see the problem. The video shows the issue, but no detail about your Menus or your Interactions. Screenshots of your Menu's properties, and a …
Welcome to the community, @NakedCosmonaut.
Where the 2D video tutorial is outdated, annotations have been added - however the process of adding the NavMesh and holes within it is still the same.
What does your TreeHole gameobject look like, and wh…
You can see that when selecting the MainCamera after the scene change, the Attached camera field is set to None. This will normally be set to the Player's FirstPersonCamera child component, but as you're using your own camera method it's not happen…