There's no Interation in my version that has only 3 actions of the kind you describe, so I really don't understand why it should be any different for you. And the image you posted isn't loading, so I can't see what you have, but here's the procedur…
AC allows for the import of save files made from other games, but this doesn't work on iOS and not in the way you're asking for.
You could write a custom solution that sits "on top" of AC which handles this separately, but I'm afraid this…
Are there any colliders on your Alley background? If so, that'd be the cause - but rather than moving it back you could instead move it onto the Ignore Raycast layer.
Good, that means we're closing in on it. Post some screenshots of your player in the scene view, the Inspector window, and anything else that might be relevant (e.g. Mecanim / avatar settings).
It varies from game to game. It'll prevent various things from happening, such as recording your scene's save data and de-parenting any Unity UI Canvas objects so that they can be carried over.
The safe way to change an AC scene through code is to…
Hi @imagazzell, welcome to the community.
I've made a commercial title with AGS, so it's capabilities are certainly something I've tried to match when it comes to Adventure Creator - though some of the workflows have to be different because of the …
Did you download it from this page? Which platform are you downloading it for?
I suspect Unity stores it's screen resolution setting data in it's Player Prefs file, which is kept in different places on different platforms. This page should tell y…
So long as you haven't accidentally set your Hotspot detection method setting to Player Vicinity (in the Settings Manager), then Hotspots will have no influence over one another unless they overlap.
Is is possible that your background sprite, or an…
It doesn't matter which item is picked up first, just that any Interaction that involves picking up an item also unlocks the Inventory menu. But that was just an example - as @SkyTree said, you can have it unlock as soon as your scene begins by pla…
The state of all of your scenes is supposed to be saved: not just the one you're in. Again, I'll look into this and see what can be fixed - generally most of this should be possible, except save screenshots because that can only save a texture of t…
The Hotspot icon, as in the small dot in the centre of the Hotspot? If that's not showing, check that you are using the correct Settings Manager asset: it should be WalkingDead_SettingsManager, as set when you assign them in bulk as I described bef…
@wendymorrison: You'll need to show us exactly what you've done so far - please post screenshots and descriptions.
@SkyTree: You could just run a Cutscene, that's set to Run In Background, that locks the menu, waits 10 seconds, and unlocks the menu…
Sorry if I'm being dense, but why can you not edit the var already? Just because it's a slider doesn't mean you can also set it by typing it in beside it.
Replacing the player prefab would be the easiest way: in the Settings Manager, you can set Character switching to Allow, and then define as many Player prefabs as you like. Then you can use the "Player: Switch" Action when you want to swi…
Your managers should remain the same throughout the game - how are you changing scene? By using the Engine: Change scene Action? I want to help, but I'm really not clear on what you're exact problem is - please provide any screenshots, error logs,…
Script conflicts of other kinds are being fixed for the next release. The fact that the original errors related to EventSystem suggests that it should actually be possible to make AC fully compatible with your existing project. I can't say when v1…
The first problem is because the Object: Animate Action has "Wait until finished?" checked inside it - this means the Idle animation will have to complete before the Action chain will continue. Instead, uncheck the box, and set the time v…
No, that won't work - Tin Pot is animated using Legacy. Don't edit the prefab - he'll use a different method to perform head turning, but we'll see if he's now looking in the correct place.