1. No. AC will control the UI elements that you tell it to - but you can have others in the UI that aren't controlled by AC if you want.
2. If you've got your Interaction menu working when it's Source is set to Adventure Creator, then you don't ne…
I've found TextMeshPro is quite good - a bit complicated in terms of which version is available with what version of Unity, etc, but generally it's got some good features.
You'll generally want something that integrates into Unity UI - because AC c…
Seeing you work's given me a few ideas for a few small improvements, too. The new Character Wizard does make the process of character creation a lot easier - you should update to v1.50! :)
The Cursor rendering option only affects icons when used as mouse cursors - not those used in Menus.
Leave the Button's Size on Manual, but change the Size of the Menu it's inside to Automatic. However, for best results you should consider switchi…
@klarax is correct - if you want something to move with the camera, you have to parent it. That's just how Unity works. Alternatively, you could write a script that positions an object relative to your camera.
A title or logo, though, would be be…
There's no Interaction ActionList assigned for your Talk interaction - only for your Look At interaction, which doesn't tell the Player to walk to the marker.
Save management is generally handled automatically for you if you want it to. The SavesList menu element has a default Save / Load when click on? option, which will automate it all for you:* Slots are only filled sequentially, so slot 3 can't be sa…
Indeed, thanks @klarax - looks like the circle collider's in the centre of the object, and what's offset is actually the sprite (which should be a child object). Reset the sprite's Transform to (0,0,0) - this is a crucial requirement of 2D characte…
That graphic looks along the lines of what I was saying, yes - with as many of those "animation holder" FBX files as you need.
Ideally the character model in the animation holder file would actually be linked back to the original file, ra…
Version 1.50h is now out. Added to the upgrade notes is the fact that custom-assigned lipsync files are now "objects" rather than Text Assets. Unfortunately, this means they'll have to be re-assigned - but it's a recent (and quite specif…
I think the Rogo lipsync integration will currently only work for auto-naming. This is a bug, and I'll look into fixing it.
I will have to look into the script-sheet issue before I can say if it's a bug or not. If it is - again, I'll fix it.
Requests to merge the behaviour of common Actions puts AC in danger of getting "feature-creep", in which there become so many settings it becomes difficult to focus.
However, I do see the need to group certain tasks that might get called f…
Good question! In my own experience, I've found that Unity doesn't like to import Blender animations (as FBX files) unless it also comes with a rig/model that supports them in the same file.
So, what I like to do is create "animation holder&qu…
The image isn't showing - is it hosted on another site properly? This forum doesn't allow for hosting directly - you have to provide links from other sources.
If you want to show a full-screen movie that you've exported from AE, you can use the &qu…