You're recommended to make always make your player character a prefab and assign him in the Settings Manager, but it's not technically required - if you keep him in all your scenes out of runtime, it'll still work.
The tutorial covers all the steps…
Quite a unique problem. It can be done in two ways, depending on how coding-proficient you are / how many items are involved:* Create a global boolean variable for each item the player can be holding, and use it to keep track of what he should get …
v1.51 brings updates to some of the graphical assets as well as the scripts - in particular /Assets/AdventureCreator/Graphics/Skins/ACNodeSkin.guiskin.
Going by the error lines, it sounds like this asset file hasn't been updated in your project - b…
If "Adventure Creator" isn't showing in the top toolbar, then Unity is having problems compiling your scripts - this isn't necessarily an AC issue, as it depends on what else in your Project folder. Open up the Console window and correct …
@AdventureFan: Be sure to study the upgrade notes for each release between v1.51 and v1.48 if you haven't already. If they don't help, post a separate thread with this issue.
Menus* Added: Ability for Menus to only appear during cutscenes
* Added: Option for Menus to be clickable during cutscenes, depending on their "Appear type" setting
* Added: Ability for Unity UI-based Button and Interaction elements to res…
Upgrade notes* The “InputMousePositionDelegate” input delegate now takes the cursor’s locked state as a bool parameter
* The GameEngine and Persistent prefabs have been updated and must be re-imported
ActionLists* Added: Action comments - When usin…
The player will take a few frames to slow down, so if you disable the movement system immediately afterwards they won't be able to slow down. You should be able to get around this by inserting a brief wait in between the two. However, I will also …
1. This is a bug, and should be fixed in v1.51.
2. Assuming this isn't already covered by the fix of 1., this'll be down to how your wire up your Mecanim animations/transitions, rather than anything AC-related.
3. You can change the jump force in …
That line of code is running because the speech is not scrolling - an option you can enable in the Speech Manager. With scrolling, the Speech script processes the text one character at a time at the rate you set. Without scrolling, it's all done i…
That option isn't a lock - it just stops the player from moving at the time the Hotspot is clicked. If you want to restrict movement while the Interaction menu is on, use Player: Constrain Actions (one to lock, one to unlock) in your Interaction me…
Removing the _UI folder would also do it.
But what's stopping you from updating? I can't help with any reported bugs if you're not using the latest. If you're referring to the name of player speech lines, there's an option to use the player's rea…
Sorry - I was being dense. Followed your steps myself, and I can't recreate the issue. So long as the Mecanim parameter's name matches that of the Expression ID integer field, it should work. You're using scrolling speech, I take it?
I don't kno…
Their collider. It's just an approximation, though - you can set it to be positioned at an exact transform by assigning a child object of the character as the Speech menu placement transform field in their Inspector.
You can do this a couple of ways:* Use a bool variable to keep track of whether or not the last hotspot clicked on was the "first" of the two you want to combine. You can then check if this bool is true when you click the second (basicall…
You can do this a couple of ways:* Use a bool variable to keep track of whether or not the last hotspot clicked on was the "first" of the two you want to combine. You can then check if this bool is true when you click the second (basicall…
The "Expression ID integer" field should be up in the Mecanim parameters box, you're right.
As for the main issue, this looks like a bug. Not clear if it's a result of Unity updates yet, but I will address it for v1.51. Thanks for the r…