I think the only way for this to get solved is for me to see it for myself.
Please make a duplicate of your project, and remove everything unrelated to the problem from it, so that the file size is as small as possible. Then PM it to me privately,…
I'll have to admit I haven't used AC with VR myself, which is why no tutorials exist.
There's a MainCameraVR prefab located in Assets/AdventureCreator/Prefabs/Camera that you should generally use in place of the default MainCamera when making a VR …
It could be that there's a "hidden" option that's different between the two. As you know, the Settings Manager shows and hides different options based on your other chosen settings. Those that are hidden shouldn't make a difference, but …
Welcome to the community, @Stefan, and thanks.
If you need to reference GameObjects that are not in the scene, you will need to reference their Constant ID number instead.
Try dragging the prefab of the GameObject into your "Object: Add or re…
Welcome to the community, @LadyAwesome!
It does sound like a file placement issue with your install of Unity / your project folder. Glad it's working for you now.
I might be wrong, not seeing the scene for myself, but you might be able to get away with just one Hotspot and no Triggers.
Since you're using a boolean Variable to determine which side of the door the player is on, you can check that value in the …
You can use the Input: Check Action to check if a particular input is being pressed at the time that it runs, and then re-wire the "NOT" output back onto itself so that it runs continuously until the player responds.
You'll have to map th…
That's as intended: Triggers will not respond to collisions if you are in a Cutscene. That's because Cutscenes are assumed to override any regular gameplay behaviour, which is what Triggers are for.
You should be able to get around it by setting t…
It could be that because of AC's Asset Store category that it overwrites certain project settings (in the same way it does for e.g. Inputs) when you first import it. What gets imported really does seem to be down to Unity / Asset Store itself, but …
Bug spotted: it's because you've set a wait time for the Path. Set it to zero, and it should work.
I'll fix this for the next update, but in the meantime, if you want an NPC to both wait and speak when reaching a node, then use an Engine: Pause ga…
Same suggestion here. Without any more detail of your set-up, it's not possible to give much more specific advice than that. Please post more detail if you continue to have trouble. Same goes for the second problem.
See the scripting guide for more on this function - this is the recommended source for help with script functions.
The "int _id" parameter refers to the Variable's ID number - which is shown just to the left of each variable's name in the…