I'm actually re-making this tutorial series right now - if you could hold on a few days, I'm hoping to get this out shortly along with the 1.43 update. Otherwise, you'll have to post a screenshot of what you have right now, because it's hard to giv…
I'm inclined to say it's because your in a 2D game, but you're using 3D Colliders so it might not be a problem. Nothing else seems out of place.
Try using the "rock" pickup from the Physics Demo. Make a prefab out of it, and re-use it i…
Thanks for the contribution! The Menu button may need a modification in PlayerInput, so I'll look at that.
So far as navigating menus goes, AC only has a very basic keypress-navigation for menus when Input method is set to Keyboard Or Controller. …
I've posted a reply to your question about the player. As for your Inventory Menu, have you set it to pause the game when enabled? That may be the cause. Post a screenshot of your Inventory Menu's properties list.
Welcome to the forum, @micamic. Nice to hear you guys are interested in AC.
First off, you want to set your Interaction method to Choose Hotspot Then Interaction, and Select Interactions by setting to Cycling Menu And Clicking Hotspot.
As listed …
Certainly you could attach a custom script to your GameCamera to increase the FOV when the cursor is hovering over a Hotspot. Just do a null check for the hotspot variable:
if (AC.KickStarter.playerInteraction.GetActiveHotspot ())
{
// Zoom in
}
…
Follow the Character tutorials: http://www.adventurecreator.org/tutorials/setting-player-prefab-first-person
When in doubt, you can always use the 3D Demo's Player prefab, Tin Pot, as a temporary measure, since he's also set up for First Person.
Is it the AC NavMesh, or the Polygon Collider that's the problem? Try adding a Polygon Collider to an empty GameObject, and see if you can modify that.
Place a Hotspot on the Player, and set the Layer to Default. Then set the Hotspot's "Interaction Source" popup to "Asset File", so that it'll work regardless of scene.
Making the player interactive isn't technically supported, …
It's possible, but would involve a total re-write of the dialogue system. It's something I've considered before, but it'd be a miracle if nothing broke. I'll at least consider it.
If you're commenting out the setting of parameterID in ShowGUI, then you should also comment out the line in AssignValues.
You also don't need to have any of the "isRunning" code in Run, since that's only for Actions that run over time. …
I'm not clear what you mean by front and reverse-facing sprites - there should only main sprite for each character. Do you mean the various up/down/left/right sprites? If you've set up a 2D character to use multiple directions (such as the 2D Demo…
I only take submissions as a last result, but in this case it might be easier than trying to replicate things from screens. Make a .unitypackage of the bare-minimum needed to recreate - no AC, no unnecessary graphics, and as simple as possible to s…