Use the Engine: Manage systems Action - you can use it to disable any of AC's systems (or all of them).
When you need to re-enable them, create an Action that does this in a "Re-enable AC" ActionList, and call it's Interact function.
You shouldn't add a GameCamera - go by the tutorial. The FirstPersonCamera needs to have a FirstPersonCamera script attached.
The "Tin Pot" player prefab used by the 3D Demo is set up to work in First Person mode. If you're having troub…
It's really not clear whether this is down to AC or the other plugins / scripts you have running. I also have no experience with OR personally - anyone else have more useful insight?
1.42 will bring this feature without need for custom scripting. A new Lip-Sync "output" option will be to map phonemes to a character texture. It should be out this week.
I would recommend using Unity UI for this - it's got a much better implementation of "scrolling images", and can be plugged into AC's Menu Manager very easily. See this tutorial for more on AC/UI linking.
Please explain your set-up more clearly. By override, I'm assuming that you already have a player prefab assigned in your Settings Manager.
If you enter a scene in which there is already a Player, the "default" one defined in Settings wi…
The Speech Manager won't affect the original Actions etc that it finds the lines in - only translations.
However, if you have at least one translation defined, you'll see an option called Prevent original language from being used?. When checked, A…
Yes, this is quite simple with the use of tokens.
When you create a Variable, a Replacement token will be listed in it's properties box. It'll look something like [var:2]. If you place that in a Menu Label, then it will be replaced by the Variabl…
There's a known bug in the current release whereby a 2D character's "Turn speed" has no effect. This is fixed for the upcoming 1.42 release, which should be out later this week.
Custom code shouldn't be necessary - holes should work as you expect.
The intended workflow is:* Create your default (i.e. main) NavMesh2D as normal
* Create a new PolygonCollider2D (a separate GameObject) to define the hole
* Assign the hole in th…
If you open the ActionList Editor window, you can see which Actions are currently running because they're highlighted. From this you should be able to determine if it's because the Move Action is still running (i.e. it hasn't yet finished so the Fa…
I understand now, but you still haven't given me enough detail to reproduce this - my own tests of loading the 2D Demo from a non-AC scene work just fine.
It's not clear if this is a bug, or that the player prefab is not correctly set up. Try usin…
It's not clear whether this is a bug, a problem with the scene, or a problem with the player prefab - so we'll have to do a bit of elimination here.
Set your player character to Tin Pot, the demo player, which is found in AdventureCreator -> Dem…