Check the Console for errors - is anything shown there? If Unity has an issue with something, it won't show any third-party asset menus until they've been resolved.
Check your MainCamera's Inspector. The Fade texture field should be set to /Assets/AdventureCreator/Graphics/Textures/black.png - if it isn't, assign it manually and try again.
If you create new cursor icons, you will have to amend the Interaction Menu in order to show them. If you make use of Unity UI for your Menu, you will also have to update the InteractionUI prefab. This should just be a case of creating a new butto…
What version of AC are you using? Doesn't look like the latest - and we need to know to understand the console error. Generally you should always try updating to the latest when you encounter a bug, to see if it's been fixed.
The change was included - but due to other changes in that script the line I was referencing has since changed to. You can see the ConvertTokens call on line 184.
As the input boxes for parameter values are for numbers only, the values for int and …
Welcome to the forum, @LUXO99 - I apologise you're having some problems this early on with AC.
First of all, be sure that you are using the very latest version of AC (v1.53d). The console errors and screenshots you've provided suggest it's an old v…
Did you upgrade both Unity and AC at the same time? It's not clear from the description if the issue is down to Unity or AC.
Does anything appear in Unity's crash log? Posting some screenshots of the relevant Unity objects may help to show the iss…
Seconded about needing to have Variable: Set Actions in your Triggers, but if the Triggers are far enough apart that they can't be triggered at the same time, you probably don't need variables.
Sorry for the trouble. I believe that this is due to the bug reported here. An official fix will be introduced in the next update, which will be out soon.
I'm afraid there are no plans for that - AC's focus on traditional adventures gives it strength as a tool for those types of games, but it does mean that co-op and multiplayer is not possible.
Regular Hotspot interaction occurs via the cursor, so you could try overriding the cursor position. The included "World Space Cursor Example" component allows you to use an object in the scene to define the cursor's position - you could u…
I was referring to the 3D demo game (in the Basement, yes). It ought to work, but as Triggers depend on the shape/size of colliders, it may be that switching to a differently-sized player is causing the OnExit and OnEnter to run one after the other…
Welcome to the community, @stranger.
In your Settings Manager, make sure that your Input method is set to Touch Screen, your Interaction method is set to Choose Interaction Then Hotspot. This will give you the same interaction style as the old e.g…
When it comes to implementing non-adventure elements within AC, you can often find a complicated-but-possible approach but it's sometimes easier to just include some custom scripting that sits alongside it.
In the case of collection, for example - …
Try inserting a [continue] tag at the end of the first line, or giving it a negative Wait time offset value. Both of these methods should cause the next line to run slightly sooner, which may negate the effect.
The Demo scene uses a Trigger with two AC_Trigger scripts on it to show how the same Trigger can have both Enter and Exit functionality, but if you want to tie anything to a keypress you can use Active Inputs - see Section 2.14 of the Manual.
You m…