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ChrisIceBox

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ChrisIceBox
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  • I'm afraid you'll need to know a bit of scripting for this.  As the Enum that the Action makes use of is shared with other variables types (integer, for example), it wouldn't be possible to make a change like that without affecting all other uses of…
  • What did you do exactly in the 3rd paragraph?  I don't understand what you mean by that exactly. When working with Menus, it's always a good idea to first get things working in AC's built-in menu system before moving it to Unity UI - that way you c…
  • I'm afraid they're on the RT-Voice side of things - the integration was written by the other asset's creator, not by myself.  I shall contact him to make him aware of these shortcomings.
  • @matrix211v1: Without knowing how you've implemented the integration it's hard for me to say, re: the turning.  It seems to work when moving around the scene under player control, however.  Have you tried setting Motion control to Just Turning? Re:…
  • Make sure all your Managers are assigned, not just your Settings - again, this can be done in bulk by double-clicking your ManagerPackage asset. Back to the video: does the issue occur once you've clicked on the Hotspot, or as soon as you hover ove…
  • Please post separate issues in separate threads in the future. The graphical WebGL issues are a problem with Unity - I would recommend updating to the latest patch release and not a beta, and then searching the Unity forums for help on the matter. …
  • Yes - you can map a key to an input named SkipSpeech, and pressing it while speech plays will cause it to be skipped.  You can see this listed, along with other available inputs, in the "Available inputs" box in the Settings Manager.
  • It's not a bug, though that Console warning should have also been present in v1.50i. GameCameras that can be active when the game is saved must be assigned a Constant ID script, as the warning describes.  You can read more about the save system in …
  • Welcome to the forum, @DHStom. A Player (as in prefab) cannot exist in the scene unless it is actually under the player's control, which is why the "Replace with NPC" option exists - essentially you'll want to swap your Player with an NPC…
  • To aid in the construction of custom inventory systems, such as 3D items.  It doesn't do anything by itself, but is intended for custom scripters who wish to more easily assign prefabs to inventory items.
  • The inventory showing in the centre is the cursor, which you've set to become the inventory item when one is selected - you can disable this in the Cursor Manager. In the Menu Manager, the InventoryBox element has the property Inventory box type, w…
  • You could make your whole Terrain a Hotspot, but you'd have to rely on custom code to place the tree - as you'd need to work out where the player is standing at the time.
  • When you had the Animator on the root, did the sorting map issue disappear at least? Does this issue only occur if you start from another scene, or when you begin in this scene as well? Any relevant messages in the Console?
  • The ContainerUI is used when you have your Source set to Unity Ui Prefab or Unity Ui In Scene - when you have it set to Adventure Creator, you design your Menu entirely from within the Menu Manager while previewing it in the Game window. Keep your …
  • What does your assigned Settings Manager look like now?  Before you only showed the Demo one, but you should now have your own.
  • You've switched your Interaction Menu's Source to Unity Ui Prefab, which makes use of the included InteractionUI canvas.  When Unity UI is used to draw a Menu, the styling of that Menu is left to Unity UI - so you have to modify the Image components…
  • I'm afraid not.  Recording/playback of player movements is not a standard adventure mechanic, and so is not a feature of AC.  You will have to rely on another asset or custom script in order to achieve this.
  • You'll need some additional scripting for this.  While you could make use of an AC Trigger for this, you'll be better off making your own trigger script as you'll also need to check for the "sight line" you bring up in question 2.  Basical…
  • If Can carry multiple? is checked in an Inventory item's settings, then an additional option named Place in separate slots? will appear beneath it.
  • In the Animator window, when you select a clip.  You can learn more about Unity's Animator window here.
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