By "play on without resets", do you mean that if the sound is already running, don't restart it? That's what the "Ignore if already playing" checkbox is for. If not, please explain what you mean exactly.
You're using a very old version of AC (I can tell by the socket on the left of the node).
The feature you're referring to was added since then. Update to the latest version in the Asset Store (currently v1.46d) and it'll be there.
The errors don't mean much without knowing the line numbers - what's on line 44?
You're correct to comment out the whole block of code that was already within Run () (in fact you're better off deleting it), but you need to replace it with a zero fl…
When the game is running, select the local instance of the Player prefab ("Girl" inside your Hierarchy window. Then find the Animator component, and click on the Animator controller field (should be named "Human" if you followed…
It'd be a nightmare to try to do that, and I'm not sure it'd even be possible in a "pure" sense - i.e. there'd always a be a jump of some kind.
You could try using a perspective camera with a really, really high FOV in place of an orthogr…
Try setting the Inventory bar's Appear type to Mouse Over, but locked on start. Then when you click on the icon, use the Menu: Change state Action to unlock it, rather than turn it on. This will cause the inventory bar to appear so long as the mou…
Version 1.46d is now out:* Added: Cutscene, Trigger, DialogOptions and Interaction scene objects can now be safely duplicated
* Added: Warning message to ActionList Editor window if it is used to view a prefabbed scene-based ActionList
* Added: Acti…
The player can be present in the scene - just have him present in the hierarchy when the scene is not running and you'll be able to reference the camera.
The tutorial is there to demonstrate how you send AC's character commands to another asset - w…
I don't totally follow you here, are you talking about a Menu element's "Click sound"?
If so, try opening up SceneSettings.cs and edit line 158:
if (audioClip && defaultSound.GetComponent <AudioSource>())
to read:
if (audio…
It may do. But what I'm asking is if the UI slot gameobjects actually get disabled (i.e. greyed out within the Inspector). Have a look in the hierarchy view when this happens - you'll need to expand the UI fully to see.
The Trigger shouldn't be doing anything unless you're running normal gameplay - it should totally ignore the player during a cutscene.
Try unchecking "Cancel interactions" within it's Inspector panel.
What do you mean by the player and menus are disabled? Did you disable them specifically using the Engine: Manage systems Action?
Try opening up the Cutscene in the ActionList Editor window (click the node icon beside it in the hiearchy) and then …
Check that your Mecanim transitions have "Use Exit time?" unchecked - otherwise, the whole animation will play before moving onto the next. That may account for the sliding.
To see the Mecanim live running, make sure you have the local i…
Load up the 3D demo game (set the 3D demo managers first), and see if the problem persists. That's what I'm using to test against, so it's important that we're both going by the same thing when solving this. You can test is easily while the intro …
If you check Ignore if already playing?, and you supply an AudioClip in the New clip (optional) field, then the Action will check to see if the Sound object in question is playing that particular clip. If no clip is supplied, then the Action will c…
Welcome to the community, @DaveGilbert!
Having come from AGS as well, it took a few attempts to find out the best way to make an adventure game engine in Unity. My first attempt tried to emulate AGS' workflow 1:1, but it was quickly apparent that …
OK - seems this may be very simple to fix. I think it's because of the Pause menu's ActionList when turn on asset, DeselectInventory, which is causing the game to momentarily un-pause the game while it runs.
Select the asset (it's in /AdventureCre…
If you keep things simple, you shouldn't need anything in the other functions, since that's more for when you want GUI controls on your Action. But yeah, that's the general gist of it. You should be able to add something at the end that turns the …