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ChrisIceBox

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ChrisIceBox
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  • All we can see from your screenshot so far is that the camera's zoom is not as you want it to be.  You can adjust the zoom from the MainCamera's Inspector (it's inside the _Cameras folder in the Hierarchy window). As @Alverik says, it's Projection …
  • Both of the issues are in custom scripts.  All ShowGUI and SetLabel functions used by Actions must be placed in the UNITY_EDITOR define directive, i.e.: #if UNITY_EDITOR // ShowGUI and SetLabel functions #endif These are pre-done for you if you …
  • Welcome to the forum, @audiomokette.  There's not much to go on from your image - what's in your hierarchy?  Have you used the Scene Manager to organise your room objects (i.e. convert the scene into one that AC will use)? Also see if the Console w…
  • You can change the original Trigger prefab, in /Assets/AdventureCreator/Prefabs/Logic, but this will get changed back if you re-import the file when next updating AC.  It might take a while, but it's problably safer to changes them one-by-one instea…
  • Thanks for posting.  Don't know of a better way myself - that's what AC does as well.
  • Glad it's working for you - though it's still a bug, which I'd be keen to see fixed.  Not having been able to recreate it, we'll have to see if anyone else has this issue.
  • Most likely because the Trigger blocks gameplay.  Change its When running field to Run In Background.
  • OK, done some testing on the second issue - unfortunately I can't recreate it in either v1.52a or the latest release, which means the issue could well be unique to your set-up. Here's a package file of what I understood your test as. It'll have tw…
  • On PC or Mac?  Most refernces are accessed by right-clicking the field's label, but in the case of the texture slot it needs to be on the texture field itself.
  • If you right-click on your Main cursor texture field in the Cursor Manager (just as with any Manager field), you can get the API reference to change that reference through script: KickStarter.cursorManager.pointerIcon.texture You can then manipula…
  • Could well be - I'll do some testing of my own as well.
  • If it's parented to the head, then changing the animation of the player will change the intensity of the camera.  Alternatively, you could have a separate bone in your player's rig that's used purely for the camera animation.
  • Not so much a bug, but returning True for Boolean could result in some added functionality. That approach should work fine, but there have been some developments regarding parameters in the latest releases which may be of use:* Interactions now acc…
  • I'm always atop of bugs when I learn of them, but I'm not aware of this one - but it could be critical. Some issues related to save games were fixed since v1.52a - particularly when you have either no player or use player switching.  I would recomm…
  • For Mecanim, you have two options: IK, or playing back animations with "pitch" and "yaw" Animator. parameters.  If you're using IK, you will also need to enable "IK pass" in your Animator's Base layer, as the Inspector …
  • Be aware that if you change your save game file name, old saves will not be visible to your game.  While its not advisable to have spaces in your names, I don't see that as being the issue here. Which version of AC are you using?  I can't say if th…
  • Teleporting will force an object to a new position, but moving it over time will cause it to react to Unity's physics system.  This isn't an issue unique to AC, and is more related to just the way Unity works.  But, you have a few options:* Move the…
  • Are you using the very latest version?  Some recent bugfixes were made regarding this.  Your player prefab shouldn't change if you're just switching scenes - no OnStart fixing necessary. So long as your Players are defined as prefabs within the Set…
  • I'm not privy to how Chronos works, so can't say myself - though be aware that AC does control Unity's Time.timeScale value directly when you enter and exit pause mode, so you may have to account for that. You can use events to run code whenever AC…
  • From what you've shown, it all looks OK - but as the sprite will be invisible by default, you don't need Action #2 unless it's possible for the player to turn the variable to False again. As @Alverik asks, at what point is the ActionList run?  Try …
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