Yes, InteractionA is the input needed for Hotspot interactivity.
Variables values can be shown in the Variables Manager at runtime if Show realtime values? is checked.
What's your game's Movement method, and does your Player have Move with Rigidbody 2D? checked in their Inspector?
If so, and the Rigidbody 2D is Kinematic, then they'll be moved using MovePosition. Otherwise, they'll rely on AddForce. Is there im…
The Player would need to be in the same Sorting Layer as objects you want to be able to visually interact with (i.e. control one overlapping the other). That's true whether you use a Sorting Map, or instead your URP asset's Transparency Sort Mode, …
I'll need to attempt a recreation - what are your AC/Unity versions, and does this occur with the Sample 3D Player, available as a Template in the New Game Wizard?
If you can share screenshots of the Player's Inspector, your Settings Manager, and t…
There's currently no [timer] tag, but that's an excellent suggestion - I'll see this gets included in v1.82.2.
Timers will be reset when the game is restarted (via the Engine: End game Action), and also if the Variable: Set Timer Action is used to …
Is the Variable value toggling in the Manager?
The "Turn Off" / "Turn On" commands won't work on Unity's built-in components - you need to attach a script that will be able to respond to those commands.
Try attaching this, sett…
If you leave "Element name" blank, the event will be called when hovering over the Menu but no Element. Rather than creating Buttons arround Exit_Button, you can use the ActionList: Check parameter Action to compare the "Element name…
It is possible to use a script if necessary, but did you leave the event's "Element name" field blank? The event should fire when leaving the element as well, in that case.
Are these description labels in the same position? If so, you c…
Your Active Input's Input button needs to be set to FlashlightToggle - the name of the Input in the Input Manager, not the keyboard key it's ultimately mapped to.
Smooth turning isn't about the number of directions - rather, by adding transition animations between them.
For example, if the Move Speed is 0, the Direction is currently 2 (Right), and it switches to 1 (Left), playing a "turn right-to-left&q…
A hybrid approach of AC + a simple custom script is likely the best way.
Firstly, you'll want to store any data that gets displayed for a given Item as part of that Item itself.
For example, if you want to show a description, create a new Inventor…
I've used your settings and still can't recreate. Though, since the page will be open on the first page by default, and the Button is set to only show when its effective, it'll need to be flipped to the next page before ShiftLeft have an affect.
I…
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Set the Input's Positive button field to mouse 1.
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A custom script that provides this behaviour can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Hold_input_to_flash_Hotspots
Welcome to the community, @Henrique16.
Aside from the Manager windows and scene objects, you can run additonal logic using events - either through code, or with the Events Editor.
The Events Editor is available in the top toolbar, under Adventure …
Odd behaviour - and not one I can recreate.
If you set your Project/Player settings Active Input Handling to Both, it should be possible to move ShiftRight to Input Manager exclusively - does it respond then?
I don't see any issue with the code, but the same on my end works fine.
Is the Footstep Sounds component set up on the NPC in the same way that it is on the Player?
Sorry, I need more detail on what you're after - can you elaborate, ideally with screenshots/mockups?
If the icons you're looking to show are interaction types (look, use etc), then you can use an Interaction menu - see the 2D Demo as an example.
There's no "wrong" way to do it - the character wizard windows are just a convenience tool. It's essentially just adding the components for you, so it's still possible to add them manually.
For a custom 2D character, it's probably easies…