My solution to this will be to allow Buttons, Interactions and other single-slot menu elements to be alternatively-triggered by pressing a defined input button. This will have the same effect as 3) but will also give greater flexibility for other u…
And this was with the latest release of AC, i.e. v1.51b? And with which version of Unity?
This hasn't been reported before, and without steps to reproduce it's not possible to say much about it I'm afraid. It could well be a result of a change wi…
Always update to the latest release before reporting a bug, as it may have been fixed since then (please read the forum rules).
Where are the ActionLists assigned in the Inventory Manager, specifically?
A defined offset from the camera, yet you want to be able to zoom in and out. Sorry, I'm confused about what you're after with that one. But parenting it to the camera is definitely against how it's designed to operate.
Mouse-snapping is an entirely different request. And since your interactable elements are spread out over 3D space (i.e. different depths), where on the floor would the mouse sit? Perhaps an intensity slider per-camera would be appropriate. These…
1. Are you letting go of the mouse button when looking around? That will cause any PickUp object to be dropped.
2. You wouldn't have thought you'd have to parent the PickUp in the first place, since the object will always be set to the position of …
The styling of the Conversation Menu is entirely customisable within the Menu Manager. Adding the index number of a dialogue option to the front of the label is a good suggestion.
Currently, Unity objects cannot be parameters - only GameObjects and variables. Whether this can be changed or not is a technical problem I will have to look into.
Unity UI prefabs can be animated easily enough. AC wouldn't handle the animation itself, but linking the UI into the Menu Manager and setting it to appear during cutscenes will handle the rest.
It could be that your Destination accuracy slider in the Settings Manager is too low. Raising this value will mean your characters move more closely to their intended destination.
Re-importing the demo managers will have no affect - it's the /Assets/AdventureCreator/Resources/References.asset file that stores which ones are assigned. You can either opt to not re-import this file when upgrading, or simply double-click your Ma…
Thanks @klarax - indeed, changing the size and shape of the Hotspot Detector is how you control what Hotspots are detected. Moving it out in front of the player, for example, stops them from being detected when the player is not facing them. For s…
The specified gameobject is already parameterisable, no? Allowing the event/fsm names to be changed through String paramaters is a good suggestion, I'll definitely to that.