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ChrisIceBox

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ChrisIceBox
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  • A right-click should have no effect on either movement nor interactions with that combination of settings - try it with the 2D Demo, which uses the same. How are you checking for a right click in your script?  If you're checking for Input.GetMouseB…
  • Try creating a separate Subtitles menu just for narration - you can do this by duplicating the existing one and setting For speakers of type to Narration Only.  You'll also have to set the original Menu's setting to Characters Only.
  • Top Down mode was created as an interim before Unity's 2D features were released (long ago!), and relies on 3D physics / components to work.  Since then, Unity 2D is now the standard and expected 2D mode, so you should definitely switch to that if y…
  • I'll consider something.  It may be that optional parameters to override the active Hotspot are added to the SetInteractionMenus function instead - that would cause less knock-on issues.
  • Those aren't ID numbers - they look like they could be data addresses, though.  Seems like they've also affected the labels. If they've affected the Demo_MenuManager asset file, then restarting the New Game Wizard won't fix it because the NGW copie…
  • Have you visited the scripting guide?  A Hotspot's label can be set by changing the value of the hotspotName string variable.
  • Actions built in a scene cannot be made into a prefab - this is why ActionList Assets are a separate feature.  However, once a Trigger's Action source is set to Asset File, it allows you to reference Actions that live in an asset.  Once this is done…
  • The introduction to paramters tutorial will be useful, speaking in general terms - as will the ability to run an ActionList asset whenever a Trigger is triggered. If you set a Trigger's Actions source field to Asset File, you can re-use the same Ac…
  • Have you tried simply raising the Player's Turn speed?  Alternatively, you can use the Character: Face object Action as the first in the Interaction to make the player face the object instantly.
  • I don't know why you'd have an issue updating AC, but you can just follow the step it suggests manually: find the GameEngine prefab in /Assets/AdventureCreator/Prefabs/Automatic, and add the MultiSceneChecker component to it.
  • There's nothing in the code to make the Hotspot Detector either hide or show itself.  It doesn't even account for its own mesh - are you sure it's not something else that's causing this?
  • What options have you set in the Settings Manager under Scene loading? Be sure you're using the latest version of AC.  A similar-sounding bug was recently fixed.  If you change to the Scene window when this happens, can you see the correct scene lo…
  • It's more likely that there's an issue with one of your Actionlists rather than the Unity version you're using.  While this fix won't sort the original issue with the ActionList, it should make the "Gather text" button work again: Open up…
  • It could be that another Collider of some kind is interfering with the detection - are there any other colliders in the scene also placed on the Default layer?  If you need to, you can move Hotspots onto a separate layer by creating the layer and na…
  • You made no mention of using "Top Down" mode in your last post.  Does the MainCamera object physically move in your scene?  IIRC, the camera simply shifts it's perspective, rather than changes its position, as the target it follows moves a…
  • As Animator components can animate as many child sprites as you like, one method would be to have a separate hierarchy of sprites for the "up" frames (and another set for "down").  Though the temptation would be to disable these …
  • Shouldn't matter, but you can make the two match by dragging over the InputManager asset file from your Project folder. AC uses the raw mouse button input to detect clicks, so the inputs shouldn't really matter - however you could try creating an &…
  • Have a "score" system using an integer variable - if the player presses the correct button at the correct time, the score increases by 1; otherwise reset to 0. For example, say the "6" key is the third in the sequence - so you s…
  • If you're talking about nested prefabs (prefabs within prefabs), that's something Unity devs have been asking for a long time. If you're using AC's first person mode, definitely go with what AC wants - i.e. having the script on the Player. AC's Ac…
  • The version is important, because each update fixes bugs that may have been the cause of your current issue.  New versions also include new features and workflows, so we must be using the same tool before help can be given. Once you've updated, pos…
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