The first issue has since been addressed in v1.53c.
The second question: that's the correct way to do it unless you want to dive into custom scripting. AC provides events that can be hooked into (see tutorial here), which you can insert your own c…
Is your GameEngine present in the scene, and do the two print statements appear?
It may be that AC is still initialising at this point. Try placing the code in a function that is invoked a second or so after starting to see if this is the case.
To what extent will the cutscenes be interactive? And in the quests that don't have cutscenes, what are you looking to do in them? The demo games give a good idea about the extent of the toolkit's interaction and cutscene capabilities.
AC can be …
Just as there is no "None" option, AC also expects Interaction Menus to make use of the On Interaction appear type. This is a special-case type that causes the Menu to have any Interaction elements within it to be matched with the clicked…
Version 1.53c* Added: If an Asset-based “ActionList: Run” Action sets a GameObject parameter’s value, a GameObject can now be directly assigned instead of entering in an ID number
* Added: Warning to the New Game Wizard window if the user opts to u…
Problem found - again, I'll include this in the v1.53d update, but in the meantime you can correct it manually:
* Open MenuCycle.cs, and find the RecalculateSize function (around line 491)
* Insert the following at the end, so that it ends with:
b…
Thank you for bringing it to attention. From the symptoms, it does appear to be an issue with Unity rather than AC, but I don't want to write it off just yet. But the fact that sometimes it works / sometimes it doesn't does make it difficult to re…
By design. If there is already a MainCamera in your scene when AC "converts" the scene into one AC can run in, it will amend the MainCamera with the components it needs - as opposed to replacing it completely.
This is to prevent the loss …
How are you drawing the graphic, and what have you set the Source field to in your dialogue / conversation Menus?
If you're using Adventure Creator, then the Menus will be drawn with OnGUI calls, so if you are doing the same for your cursor graphic …
Thank you for posting, @flyhog, that's an excellent explanation. I have recreated the issue and will fix it for v1.53d. I'm afraid I have just submitted v1.53c, so we will have to wait for that to be released before I can do so - however it should…
Thank you - v1.53c has been submitted so it should be with you soon.
The difference essentially comes down to using OnGUI calls to draw the Menu (which you can design using AC's controls within the Menu Manager) vs using Unity UI canvas objects that…
I apologise for your continued issues - not the first impression I'd like you to be having. This appears to be a duplicate of this issue, in which the New Game Wizard does not correctly transfer all of the settings if you opt to use the "Defau…
Thank you - I have managed to recreate the unset RectTransform field and subtitles issue, and will issue a fix in the upcoming v1.53c release.
In the meantime, if you use the New Game Wizard and choose "Default AC" rather than "Defau…
We can know for sure if you temporarily switch your Menu Manager asset to Demo_MenuManager, select the Interaction Menu's Source to Unity Ui Prefab and see if its correctly assigned there.
If the RectTransform is not assigned there either, there co…
I don't think an event there would do what you want, in that case. Triggered events are supplemental to whatever it is AC does - so if an event is triggered upon opening an Interaction menu, that menu is always going to be opened.
That said, if th…
It looks all right to me. Do you get any warnings in the Console, and is the variable correct in the Variables Manager (check Show realtime values? to see their values during gameplay).
You can load an AC save through code by using the AC.SaveSyste…
Yes, there is. As the default interface is constructed using the demo game's assets, the default menus won't be present unless you import them from within the Demo folder.
However, not all subfolders need to be imported - Section 1.7 of the Manual …