So it's simply the "World Space" setting that's causing the problem?
It's not clear if this is a general issue with World Space UIs, or
because of the special case of this needing InteractionA rather than
Submit. I'm having trouble fi…
You're referencing the Menus placed in the Menu Manager, rather than PlayerMenus.
When the game begins, local instances of these menus are transferred to PlayerMenus so that changes made to them do not affect the originals.
Try this:
foreach (Menu…
It doesn't sound like normal behaviour to me, but I would have to see it for myself as it's quite difficult to visualise when just reading. Please post screenshots and/or steps to recreate this issue.
This this audio clip assigned to your "Move sound" rather than your "Collider sound"? Whether it plays or not will be determined by the object's "Min. move speed" value. It may be that you need to raise that threshold…
All of AC's ActionList objects (Cutscene, Trigger, Interaction, etc), derive from the base ActionList class, so yes - Triggers will also respond to the "Interact" message.
@Geometrix was just suggesting you add the "ActionList" …
You can use Variable tokens to do this. Create a Label as normal, and then use variable tokens to change the text within it.
Inserting [var:2] into the label's text box will mean it's contents will be replaced with the value of your Global Variabl…
The audio's volume will be linked to your game's SFX volume, but will channel through the "Default Sound" object you define in your Scene Manager.
You can either raise the global SFX volume, or the "Relative volume" of the "…
I would place the looping "Input: Check" Action in a separate ActionList / Cutscene that's set to Run In Background (at the top of it's Inspector). If it loops back on itself if the input is not detected, it shouldn't cause noticable lag.
The 3D and 2.5D game tutorials cover the creation of Menus as part of them. They're not extensive, but do cover the basics of working with Menus, Unity UI, and linking Buttons to ActionList assets:
Creating a Menu with Adventure Creator
Creating a…
That all looks OK to me - though Menus don't have a "Click type" - are you referring to a Button there?
What's the Menu's Source setting? If it's set to "Adventure Creator", I'm assuming it displays as intended when previewing …
It just changes the way scenes are loaded when told to - so animation will still continue once "Engine: Change scene" is used. I don't know if it's possible to pre-load a scene in the manner you're asking, but you could try writing a cust…
Is your UI an asset file or a GameObject within the scene? Try placing it in the scene outside of gameplay, then registering it in the Menu's properties box and changing the "Source" to "Unity Ui In Scene", rather than "Uni…
That is indeed what I've been talking about. But be aware that the sprite will rotate in accordance with the camera's rotation - not it's position. Could this be the difference?
NPCs are updated through the StateHandler script, to maximise perfor…
@radiantboy: Thanks for the bug report, but I'm confused by your 3 second mention: do you mean characters pause if the wait time is above 3 seconds? Also, please elaborate on your mention of characters not turning before walking, as I cannot recrea…
The cursor flashing issue, I believe, only occurs in the editor. Please correct me if I'm wrong, though.
For animations that work with UFPS, I would say the best method would be to ignore AC's way of doing things and configure them for UFPS (how t…