In the case of the main menu, you could align it to the bottom of the screen, and you'd then have the option - unless I'm missing a reason it needs to be centered.
My fear is that there's too much that can go wrong if changes are made. Existing AC-…
Welcome to the community, @gearball.
I'm afraid I'm not too clear from your wording exactly what you want your character to do, but the save game file will always save all data. You can choose exactly what data gets loaded, however if you use the S…
Welcome to the community, @Lukas.
Does the 3D Demo also suffer from the same problem for you? It may be a rendering issue due to your graphics card or perhaps even a change made by Unity. The Highlight script which handles object brightening works…
Welcome to the community, @Jensen.
I suspect that this is because of your removal of the Camera component (to clarify - you meant the AC script component and not the Unity Camera component?), as it looks like the MainCamera is not using the same &qu…
If you can PM me a .unitypackage that contains your Managers, ManagerPackage file, and a test scene that contains such a dialogue, I'll take a look at it.
It sounds like a result of the duplication, then. Could be a permissions or read/write issue, but I suspect it's more to do with Unity than AC. Try exporting your game's entire Asset folder as a .unitypackage file, and importing it into your new o…
Currently the only built-in way to prevent unhandled inventory interactions is to make use of Interaction menus that incorporate Inventory items (see the 2D Demo).
You could conceivably write a script whenever an item is selected (via the OnInvento…
It'll depend on how your game is played. Please post your AC version number, and the various interaction options you've set in your Settings Manager. A screenshot of the upper-half of the Manager, as well as an in-game image of the problem occurin…
The Inventory: Check Action does indeed check if the player is carrying a specific item, but please answer my previous questions, as they are necessary to help further.
You can add an additional AC_Trigger component to a Trigger and set that to run On Exit, so that the same Trigger handles both OnExit and OnEnter duties. The Demo scene does this - open up the Basement scene and see the SwitchNavCam GameObject.
The Minimum display time (s) should be visible when Display subtitles forever until user skips it? is checked - I will see to that in the next update.
However that is just a display issue, and its effect is still felt - meaning a value of zero shou…
I can't recreate any issue to do with the Inventory: Check Action. What makes you say it's being ignored? Is it that the second such Action is being run regardless of whether or not the Notebook is being carried?
What version of AC and Unity are …
Thank you. It's been a while since those functions were written, so I don't want to discount my having had a reason for it being like that. I appreciate you going to the effort of posting potential code changes, but I would need instead to know of…
AC will prevent "click-throughs" on Unity UI-linked Menus that have a RectTransform boundary assigned in the Menu Manager. Whether or not a click occurs inside this boundary is how AC determines whether or not it can control Hotspots and …
Looks like the field only shows if the "display forever" feature is disabled. If you uncheck Display subtitles forever until user skips it?, does the option then show?
Looks fine to me. You're test with two separate clicks, I take it? i.e. one to bring up the Interaction menu, then another to click the icon. Holding the second click should retain the selected item so long as the Interaction's Action is Inventor…
Don't delete the AdventureCreator folder! The Managers that the New Game Wizard still rely on the scripts and prefabs within there.
Instead, you can delete the 2DDemo subfolder. If you are not relying on the default Menus, you can also delete the…