Welcome to the community, @wendymorrison
You don't need to define a Player prefab in your game: just leave the "Player" field in your Settings Manager empty, and set your "Movement method" to "None".
If you're looking…
You can't read the contents of the text box directly in Actions - instead, you need to transfer it's value from the box over to the variable, and then read the variable.
If you haven't used the Variable: Set Action once the player has used the inpu…
It's an alternative way of positioning the cursor that some games provide: rather than touching the screen at the point you want, you instead drag an on-screen cursor around. Thanks, this should make it easier to fix.
You will need to first copy the contents of the text box into the variable "TreeHole". You can do this with the Variable: Set Action, as shown in the tutorial.
Look in your Settings Manager, and set your Interaction method to Context Sensitive. That is the mode that allows for left-click use / right-click examine.
AC has support for Unity 5's new audio system, but I haven't used SECTR. If you can manage audio through PlayMaker then you should be fine - just be aware that sound volumes won't be linked to your options data automatically.
I can't recreate this myself, but at the same time it sounds like you've done everything right. But you haven't said if it worked only in Point And Click with Tin Pot.
Assuming it works in Point And Click with your own Player, PM me your scene (ju…
Thank you for the alert - I will look into this for you. But by "lock up", you mean you get the blue background? How long before that happens? Any extra detail you can give will help a lot.
Switching scenes is very simple: just use the Engine: Change scene Action, and enter the name/number of the scene you want to switch to (once it's been added in your Build settings).
The best way to ensure that the scene will display properly is to…
Switch it to Point And Click mode and try it with Tin Pot again - it's not clear if this is due to a bug, First Person mode, or your scene.
Be aware that your player can't be moved through Actions unless you're in a cutscene the whole time, so you'…
You can use Variables to track your player's progress when solving puzzles. Define them in the Variables Manager, then set/check them in-game using Actions.
You read in some text entered by the Player, you'll want to make use of the "Input&qu…
An update: this is because a recent update fixed a problem whereby characters would stop instantly when they reach a Hotspot, rather than slowing down smoothly (i.e. using the "Deceleration" value in the Inspector).
The destination accura…
I've discovered (and now fixed) an issue whereby Unity UI-based Menus wouldn't update to their correct text while fading if their Transition type is set to None when you change the Menu source to Adventure Creator.
Random, I know, but could that be…
Thanks, I'm glad you're happy with it otherwise.
I've since managed to recreate your issue - seems to be related to an update since the tutorial was recorded. I'll have it sorted out for the next update, so you should be able to restore the accura…
Hi @Frogried, welcome to the community.
I can't actually recreate this myself using the same scene that I made the tutorial with, but try lowering the Destination accuracy slider in the Settings Manager, under Movement settings. This will tell AC …
Empty in what way - you mean the Interaction field is blank, or missing completey? What is your "Interaction source" set to, at the top of the Conversation Inspector.