I'll need to see a screenshot of that message in full.
What version of AC are you using? The ability to run ActionLists manually was added some time ago - it should be to the right of the "Expand all" / "Collapse all" buttons n…
Your question of resolutions / frame counts I can't answer, I'm afraid. That's more of a general usage of Unity, so I'd recommend asking on the official Unity forums.
Regarding the other issue, the "Sprites Unity Complex" option was crea…
To disable them forever, you can also edit the icon settings in the source prefabs, from the top of their Inspector window. They're found in /Assets/AdventureCreator/Prefabs/Logic.
Welcome to the community, @Tim!
The cursor's graphic must square - or in the case of an animated cursor, each frame. Increasing the size of your image to 512x256 should solve the issue.
I take it you're using Direct control for movement. Is the ActionList asset set to Pause Gameplay, as opposed to Run In Background (as set in it's Inspector)?
What's your pathfinding method? Does it work if the "Character: Move to point"…
Two things:* Be sure that the "Logo" gameobject has the "ExampleClass" script on it, and nothing else.
* Does it work if you manually run the ActionList by clicking "Run" in it's Inspector?
If the numbers are being logged, it sounds like they're being read as expected.
Have you set your Lipsync to affect GameObjects (in the Speech Manager), and mapped your phonemes in the Player's Inspector? After using the Shapeable script on your S…
Strange. And those keys are mapped to your Horizontal and Vertical axes in Unity's Input manager?
You can temporarily assign Tin Pot (/Assets/AdventureCreator/Demo/Resources) as your Player prefab - he's been set up to also work with First Person …
CSV files aren't included in builds: they're only used temporarily to send to translators, and need to be re-imported back into AC before you build the game. Adding a translation to an existing game requires the build itself to be updated - it's no…
Are you still using Sprites Unity? It should just be a case of clearing the contents of the "Walk anim" text box in the NPC's Inspector.
On another note, v1.49 will be more descriptive with the error: finally, it'll be able to tell you w…
The Red box is just an indication of the Trigger's size. You can replace the Box Collider component itself with a Mesh Collider, allowing you to have a Trigger of any shape you like.
The actual package for all submissions is the same - the only difference is literally the version of Unity that they were uploaded from.
Though your version of Unity is in between 5.0.1 and 5.2.0, AC should still work just fine with 5.1.0f3.
No special options needed, so far as I'm aware. Though I wonder if the reverse order of the first couple (-1, 2, 1) has anything to do with it.
If you're up for a bit of debugging, the code to convert the text file to AC phonemes starts at line 40…
Be sure to use the "MainCameraVR" prefab in place of the regular AC MainCamera - you can find it in /Assets/AdventureCreator/Prefabs/Camera. As for moving the player around, what are your Movement and Input methods set to?
Welcome to the forum, @hyenn.
You can do this by creating an "Integer" variable in the Variables Manager to store the number of apples you've collected. Each time you pick up an apple, use a "Variable: Set" Action to increase t…