Do the animations involve affecting the character / sprite's position, and do you keep the Scene window open when testing in the Editor? In my experience, this can have an effect.
Try enabling "Always Animate" in the Animator component.
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So the Inventory element is invisible, but the Hotspot menu is behaving as though it is?
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The warning relates to the naming convention of your menu - is your Menu named "Inventory"? If not, adjust the code so that it refer…
It should be possible, but I'll need to give it some thought about the best way to implement it. Leave this with me for a moment and I'll get back to you on this shortly.
This can be the case if your Movement method setting is Direct.
With this mode, a Hotspots in vicinity field will appear, and setting this to Nearest Only will cause the nearest Hotspot to become automatically selected as you approach it.
What's y…
Not built-in, but it's a good suggestion.
Here's a custom Action (ActionContainerCheckFull) that should do it:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionContainerCheckFul…
Getting a Unity UI-based Menu to be re-positionable is a case of assigning a RectTransform boundary, yes. AC will set the position by adjusting this, so setting it to an immediate child of the Canvas root, but a parent of the visible components, is…
Does pressing Escape also skip non-dialogue cutscenes, e.g. Engine: Wait Actions?
Are you using Input Manager, or Input System (together with AC's integration for it) for input handling? This behaviour sounds like you're invoking the "EndCuts…
Thanks for the details.
With your combination of interface options, the intended behaviour (on the AC side) should be as you describe - you must still mouse-over Hotspots to select them, but only Hotspots within the detector should be selectable. …
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The presence of Input System and the disappearance of the Menus.
I've followed the steps, but the main issue I'm seeing is the use of the Basement scene to test with.
The two demo scenes both force the use of their respective Managers - an…
Does launching within the Editor cause them to display? I'm unsure how the two would correlate, but I'll follow the steps to attempt a recreation.
When using the New Game Wizard, what's your "Default interface" set to on the last page be…
That's a very old version - are you not able to update?
Does your Player's root have a Rigidbody2D component attached? Share screenshots of your Player's root Inspector, and your full Settings Manager, and I'll see if I can spot the issue.
When using AC menus, elements can only be rendered within the confines of the Menu it's a part of. The Menu itself is too small - you can increase its size with the Size W/H sliders.
Though, I recommend relying on Unity UI for this, as it's much b…
Place the scene's Room object (which includes the wall) on the Default layer, instead of its default NavMesh layer. Any object that's on Default, but has no Hotspot attached, will block raycasts to Hotspots.
Thanks for clarifying.
You can do this by overriding AC's input detection, and have it simulate left/right arrows keys based on the mouse position.
Copy/paste this code into a C# file named CursorStrafing and attach to a GameObject in the scene, o…
This is an old thread - AC now has built-in support for TextMesh Pro. For Super Text Mesh, you're using this script I assume?
https://adventure-creator.fandom.com/wiki/Super_Text_Mesh_subtitle_integration
It would be a case of setting the compone…
Welcome to the community, @WK_molimoli.
It can be done with a simple custom script.
I can assist with this, but I'll need to be clear: you mention use of the first person camera - are you looking to have the character physically move sideways, or …
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Sorry, to be clear: does this mean it works when your element is visible by default?
Is your Inventory menu named "Inventory", and what's your AC version?
The message you've pasted should only be a Warning - are you getting an Er…
What is the specific AC version you're using? If updating completely isn't an option, you could try importing just the latest versions of the files that deal with scene-switching (SceneChanger / SubScene / SceneInfo / ActionScene / ActionSceneAdd).…
This should do it:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInventoryCategory : ActionCheck { public int categoryID = 0; /…