It's fairly basic, but a script that'll keep character movement to a Spline can be found here:
https://adventure-creator.fandom.com/wiki/Snap_characters_to_Splines
Two issues with this:
1) If you've assigned the CursorID parameter in the Unity UI Cursor component's Cursor ID int field, then AC will be taking control over its value - you won't be able to override it through Actions.
2) The Trigger won't be abl…
Thanks for the steps.
The Equipment variables you're affecting here are updated as part of the stat calculation code, so you should avoid setting those values directly.
For consumables, sounds like you would need to have a "Base" variabl…
Thanks for the screenshots. It's a bit different to what I imagined, so the script above may not be the best approach after all.
Unity has a Splines package that may be useful here. I'll do some digging and see if there's a better method involvin…
Let's see to the lipsyncing first, if that's OK, since that's the underlying system at play.
The Speech Manager looks correct, as does the Lip Sync Texture component for the most part. Good point regarding letting it reference a non-skinned Mesh R…
The easiest way to remove an object's presence is to just move it off-screen, and let "Remember Transform" keep track of its position.
This component can also record an object's presence in the scene, but it's a bit more tricky to set up.…
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It may be a bug, in that case? Could you provide a breakdown of exactly what's needed to recreate such an issue, starting from an unmodified import of the example package? I'll attempt a recreation and see what happens.
Those games aren't traditional adventures in the same sense that AC is intended for. A rudimentary date system, however, could be made using variables - including a "Day of the week" PopUp that increases by 1 on a loop each day. The Time…
Welcome to the community, @cruddish.
This being a visual issue, can you share any screenshots that show the scene's layout?
Likely the best way to handle this is a custom script that modifies the positions of the pathfinding points.
A script alon…
The StateHandler handles AC's updates - if there's a bottleneck, it'll come through the StateHandler but won't be the source.
Optimisations are included in AC's updates, but it depends on what aspects your game invovled. It would be worth testing t…
It's more involved than that.
The GenerateNew function needs to pass in the labels that show - which means you need to hold off calling it until you've processed all rows in a block that have a "Go to line" column entry. You'll also need…
AC has its own functions to override a field with a parameter value. Replace:
targetObject = AssignGameObject(parameters, targetObjectParameterID, targetObject);additionalObject = AssignGameObject(parameters, additionalObjectParameterID, additiona…
Recreated, thanks for your patience.
It does look like an issue with Unity itself - one that they've indeed fixed in Unity 6. I'd say it's a case of either switching Unity version, or relying on Unity UI for the Menu's Source - something I'd recom…
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The effects of the GK Conversation script will still be felt this way. To disable the GK system completely, instead use the Object: Call event Action to invoke the BeginDialogueMode / EndDialogueMode functions. There should be a note about…
This is for a 2D game?
The freezing sounds related to pathfinding, which will depend on the complexity of the NavMesh.
You can configure the NavMesh from its Inspector, including accuracy and the number of vertices it has, but if you switch your S…
I'd need to see the code to understand what's going on, but are you extracting the parameter's value in the AssignValues function?
A tutorial on adding parameters to a custom Action can be found here.