Does it work if you use Tin Pot as the player instead? Remove your exisiting player from the scene (if present outside of running the game), and temporarily place TinPot in there from /AdventureCreator/Demo/Resources.
1) This method shouldn't see your UIs duplicating whenever you change scene - there should only be three across all scenes. If you've duplicated your Canvases, check that the ConstantID numbers on them are all unique (just find the Constant ID comp…
Active Inputs were also covered at this point in the 3D tutorial.
Since you want to use it to un-pause the game: rather than using a boolean, you can just check the state of your gamplay-pausing Menu. Tie the Active Input to an ActionList that che…
Only if you are using Context Sensitive as your Interation method. Since you're using "Choose Hotspot Then Interaction", you can have as many interactions as you like - "Use" covers any verb you define in the Cursor Manager, inc…
Sorry - you said "click" so I assumed you meant the mouse.
If your mouse cursor (even if invisble, at the centre of the screen) is over the Interaction menu when you press "InteractionA", then that'll prevent the Hotspot itself …
If you're using keyboard control only, then the mouse won't have any effect - unless you also map InteractionA to "mouse button 0". What does your Settings Manager look like?
Version 1.50c* Added: Transform field to Character inspectors that will override the placement of Menus set to display Above Speaking Character and Above Player
* Changed: The “ToggleCursor” Input is no longer mapped to Left Alt by default, and must…
@eclyptik: Please post future questions in the Technical Q&A thread - this page should just be for v1.50 feedback.
If you want to animate the FOV, you'll need to animate a value using Unity's animation system and adapt your script to copy it to…
Have a look at the list of "Available inputs" in the Settings Manager. It'll show all input buttons/axes that are available given your various settings. See if there are any along the lines of "CycleInteractions" or "Cycle…
Very nice! The exact value it takes isn't so important - what matters is how the Mecanim transitions are set up. The Speed parameter will take the "Walk speed" value when walking - so the transitions have to be set up such that a value e…
Yes - with custom Actions, you can control any such variable through script, and insert it into your ActionLists.
Hotspot cursor icons are stored in CursorManager's cursorIcons List:
AC.KickStarter.cursorManager.cursorIcons;
Each CursorIcon has a…
I don't doubt you. Please don't lose your cool over it - I'm here to help.
I'm going to assume that commenting one of those lines out is going to stop it from happening. If you can find out which one, we'll be closer to sorting it out.
You can change the mouse cursor from the top of the Cursor Manager as well. To animate it, and any other cursor, make sure the cursor texture has animation frames in a grid, and check Animate? below the field in the Cursor Manager. You can then fi…
Never mind. This is actually a separate issue.
I can improve this a little, but looping Actions will always have a minor delay between them. I would instead recommend you use Active Inputs to check for input - this will always detect input. You c…
A couple of users have reported similar issues - I suspect this is a recent issue either with AC or Unity. What platform, versions of AC and Unity, and is this in builds or only in the Editor?
Create two local boolean variables, e.g: NPC_Has_Knife and NPC_Has_Fork. You can then set/check these variables independently using the Variable: Set and Variable: Check Actions respectively.