That's correct - you can automatically create an OnStart Cutscene by clicking "Create" to the right of it's field in the Scene Manager. The 3D Demo game does this trick too, to lock the Inventory menu off until the player's picked up the …
When you run an ActionList that blocks gameplay, then any Menu that has an Appear type setting set to During Gameplay while hide automatically for it's duration. You can prevent an ActionList from blocking gameplay simply by changing the When runni…
This is actually something I've wanted to do, but it's a really, really
complex operation. The difficulty isn't so much in the size-changes,
but in making sure that the focal points of the cameras are correct
throughout.
I would like to make an…
I'll need more detail - what's your movement method, and are you using Mecanim / root motion? Any screenshots, detail etc you can provide to demonstrate this would be of great help.
If it's scene based (i.e. Cutscene / Interaction):
myCutscene.Interact ();
If it's an ActionList asset file:
AC.AdvGame.RunActionListAsset (myActionListAsset);
You're welcome. It might just be a case of reducing the wait time you've set in your Engine: Pause game. Without seeing exactly what you've done I can only advise you in general terms, so if you need more help just post some screenshots of your Ac…
OK - so you can enable "Drag and drop" move within the Settings Manager, underneath "Inventory settings". Checking that will mean you can combine an item with one mouse button-press - just hold it down to drag it over, and relea…
Just so that we can be sure this is a character problem and nothing to do with your Hotspots - does it work if you use Tin Pot as your Player prefab instead?
Hang on - are you saying that saving and loading for the room is not working when player-switching, or not at all?
When it comes to saving room objects, you still need to tell AC what to save - this is done by attaching "Remember" scripts…
That's how AC works - the MainCamera will snap itself to whichever camera you tell it - whether it's the "Default camera" you assign in the Scene Manager, or a new one in-game by using the Camera: Switch Action. This allows you to move in…
I'd have to see if that's possible - it's actually quite a challenge to "tell" a label that it's parent menu is supposed to scale with screen size or not. You could change the thickness based on screen size, sure, but you wouldn't want th…
There should be 5 by my count - go through each of them in turn. Bear in mind this is a case sensitive operation - any reference to e.g. "eventSystem" should be ignored. There are also function names e.g. CreateEventSystem () that should…
ID numbers will never change - that's the point. They have no bearing
on the order in the Variables Manager they appear, just the order in
which they're made. The label of a Variable can be easily modified, and
also can be shared across multipl…
Unfortunately, AC doesn't have official support for Windows Store because that platform still can't use many of the Unity libraries that AC relies on. In theory you might be able to publish an AC game on Windows Store by removing any references (an…
Please, please take screenshots or send me your Menu. I honestly want to help, but this is a very visual problem and I just can't advise without seeing what you're describing for myself.
Sorry, what do you mean by "move a character to another"? I've been using Mecanim quite a bit recently, and my own game is relying on root motion. I've been using the Humanoid animations in Unity's Standard Assets package, which come rea…