If you still have AC's two demo games present in your Assets folder, then they'll contribute to your game's final size. The main contributor will be the 3D demo's speech lines, which can be found in /Assets/AdventureCreator/Demo/Resources. Removin…
And this cutscene was first made in v1.51, as opposed to just being edited in that version?
You can PM me by clicking "Message" at the top of my user page.
Yes, Character: Animate is the way to go. The exact method will depend on your character's Animation engine setting (see the Manual's sections 3.6 and 3.9 for the two options for 2D).
You can either change the character's idle/talk animations, or …
Welcome to the forum, @CaptainSputnik!
It sounds like your game's manager assets have been unset in favour of the demo game's - Hotspots will require a Box Collider as opposed to a Box Collider 2D if your game's Camera perpective is set to 3D (in t…
Like all of the Settings Manager variables, you can change this in-game by updating the asset file itself using a custom Action.
The specific variable you'll want to affect is:
AC.KickStarter.settingsManager.cycleInventoryCursors = true; // Or fal…
The menu system should always take precedence over hotspots - and there's nothing iOS specific to make it otherwise. Could this be an issue of the Menu's size?
Just for clarity of the issue, try making the Inventory much bigger so that it covers m…
Yes, that could work - nice suggestion. However, I'd like to keep the number of methods down to avoid confustion - have you tried the new custom events feature? That allows you to trigger events when e.g. a character begins speaking (see this tuto…
The Inventory Manager only stores what items the player can carry - not how they're displayed. The display of Inventory items are handled by the Menu Manager.
Wow, quite old code there! Yes indeed, the GameEngine tag was dropped to ease the installation process. Now, you can reference any script from it's KickStarter static variable:
Dialog dialog = KickStarter.dialog;
Basic script-accessing is covere…
If you rely on automated lightmap-baking, this often happens when testing in the Editor. You can pre-bake your lightmaps from within the Lighting window, but either way this should not occur in builds.
A serious issue. Though I appreciate it's random for you, could you PM me a scene or provide steps to for me see the issue for myself? I need to know as much info as I can.
Version 1.51a:* Added: Dynamic width to default HotspotUI prefab
* Added: The “ActionList: Run” and “ActionList: Set parameter” Actions can now be used to set parameter values on ActionLists linked to asset files
* Added: Scene-based ActionLists lin…
The suggestion to switch back to Demo_MenuManager was just temporary, to see if there is an issue with your own. And there's no problems with when switching the Demo_MenuManager's Pause menu Source to Unity Ui Prefab?
If all's fine with that asset…
This will be much easier if you are overriding your dialogue options so that you can create all the responses within the same ActionList.
Whenever you increase the value SleepState, follow it up with a Variable: Check Action and either loop back to…
Yes, it will affect indirect children as well.
If the latter option caused some animations to have double the effect's intensity, double-check there's no stray FollowTintMap with "Affect children?" ticked.
If linking the buttons generated new ID numbers (it shouldn't have though) you will need to click "Apply" on the root gameobject to update the prefab.
Going back a few steps, are you trying to trigger the buttons with Submit input? Is th…