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ChrisIceBox

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ChrisIceBox
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  • That's right.  I haven't played Trine, but the intention is for Day of the Tentacle-like games (or my own DNG series) where you can switch player regardless of scene. When you use the Player: Switch Action, the game will switch to whichever scene t…
  • They're for when you click on the Inventory Item itself - Use is left-click, Examine is right-click.  Just like the Hotspot Inspector.  If the Use slot is empty, then clicking an item will select it. If you want to use an Item on a Hotspot, you def…
  • On the AC side, you have an option to rely on root motion in your Player inspector.  Beyond that, I'm not sure if this is an AC issue or something with your animation library.
  • That's a very odd one.  Try removing the Player component, and re-adding it.  You shouldn't be getting an error like that.
  • It doesn't sound it, but if it works, it works!  I do think it's likely an issue with your animation setup, rather than AC, but at least things are working now.
  • Changing the transparency of an object is a very complex issue, because it involves things like shaders, materials etc, and there isn't a "standard" way of doing it that can fit in an AC Action. You could try using the Object: Change mate…
  • Odd.  You're right - the escape sequence is exactly what it looks for when separating the lines. Then again, my own tests have only involved a literal carriage return, rather than typing the escape sequence by hand.  I will look into it.
  • You don't need to assign the Player prefab (Brain2D) into your Speaker field - just check Player line? and AC will handle this for you. You also don't need to animate your character actually doing the talking, provided you've set up your Standard 2…
  • I would recommend considering the PopUp type, rather than an Integer.  It behaves like an Integer (unless you plan on doing sums with it), but each value corresponds to a label, making it much easier to keep track of when using the Variable: Check A…
  • You can change the speech display speed in the Speech Manager, but have you seen the tutorials on lip-syncing?
  • I would use the node editor when dealing with such a complex chain of Actions - it's much eaiser to work with.  You can access it by clicking "Action List Editor" at the top of the Inspector. I've written a tutorial on creating a diary.  …
  • You have a few options: Cutscenes can be given a start delay time, so that they won't run immediately when called (useful for e.g. a Game Over cutscene - call it as you begin the "pressure scene", and cancel it if the player wins (using th…
  • 1.42c was tested with the last release candidate for Unity 5 that was available at the time.  1.43 will bring a bit of a performance boost, but I can only rely on error reporting to really make it perfect.  My own tests have come out fine, so if you…
  • You're welcome, and thanks. Rather than tying the "i" key directly to your Inventory menu, you could instead create an Active input that responds to this key instead.  Active Inputs (section 2.14 of the manual) tie ActionLists to input ke…
  • Have you assigned the proper managers?  You'll need to click "Adventure Creator -> Getting started -> Assign 2D Demo Managers" before you run the scene.  I apologise if that's obvious, but that's the first thing I'd check in this sit…
  • Yes, though you'll have to build the UI yourself - either with the Menu Manager or some custom scripting. AC's Menu Button element allows you to simulate the pressing of any of the "Required inputs" as listed in the Settings Manager, so y…
  • Likely not, since the ActionList would have to "know" it's being used by the Trigger beforehand.  Generally I'd recommend using scene-based lists whenever you can.
  • It's likely to do with the order of your Menus.  The order in which they're drawn corresponds to their order in the Menu Manager, so you'll want your Hotspot label to be right at the bottom, so that it's drawn after everything else.
  • One step forward, as in what?  When it's possible to do so, I'm always open to suggestion.
  • Any errors in the Console log?  What about when you use the "Character: Move to point" Action (both with and without pathfinding enabled)?
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