Menus* Added: Ability to define an ActionList that runs when a Slider menu element is manipulated
* Added: Ability to define the minimum and maximum values of Slider menu elements
* Added: Improved interface for managing the pages within a Journal m…
And the full changelog:
Upgrade notes* The maximum number of values in the “Variable: Check random number” Action is now capped at 100
* The PersistentEngine prefab has been updated - please be sure to re-import it when updating
* An issue involvin…
Yes, I believe that's at least worth investigating - I see your point about the large number of Actions. However, as AC v1.49 is planned to release today please don't expect anything too soon - it's not something that could be rushed, as there's a …
Welcome to the forum, vance.
1) I believe you have the MainCamera tagging the wrong way around. If the prefab is in the scene before the game starts, then the player camera must be untagged.
If the prefab is loaded in at runtime, then the player …
The return value is the time (in seconds) that will elapse before the Action is re-run. If it's zero, the Action is never run again. If you send a positive value, you AC will also need the Action's "isRunning" boolean to be set to False …
Indeed, very odd. Could the problem have affected your Unity account, I wonder? It might be worth testing with a separate login, if that's possible. You can export the AdventureCreator folder to a unitypackage, to re-import it under a different a…
Unless you check "Wait until finish?", the ActionList won't pause when it hits Action #2.
Try removing all the animation clips from the Animation component, so that the only reference to "Open_Flat" is in the Action. Then try r…
The components all look correct, so it could be that there's something else in your scene blocking the interaction. Are any gameplay-blocking cutscenes running at the time, or colliders between the PickUp and the camera that could get in the way of…
This was a feature, but has been removed as it caused too many problems when disabled Actions were left in an ActionList. You can remove unwanted Actions by manually moving them out of the Actions folder.
I think the key point is that this issue only occured after you moved the files to the wrong folder. Just to check: it was working with the same version of AC and Unity, correct? While the knock-on effect is that ActionList assets are affected, it…
No - it's too specific. A custom script would be better suited to this.
You can detect if the mouse is not over a specific menu with the following:
AC.Menu inventoryMenu = AC.PlayerMenus.GetMenuWithName ("Inventory");
if (!inventoryMenu…
Update: Never mind - I've recreated the "Hotspot name" issue and fixed it. v1.49 will require you to rename, in your example, the lipsync file back to "Bob".
You've set the Menu's Source to "Unity Ui Prefab", which means AC will load in the Menu and set it up itself. Apply any changes made to the PauseUI object, then remove it from the scene.
If that still doesn't work, PM me the Prefab + Men…
Does this occur for you if you run the 3D Demo as normal? The gameplay music there is also set to run in the background, and doesn't reset for me when exiting the menus - nor if "Retain across scenes?" is checked.
The part that you click on is represented by the collider on the root object - by defauly, this is a Sphere Collider.
You need to make sure that the Collider is shaped and positioned around the broom, so that the player can click on the broom's vis…