If you make it a prefab and place it in a Resources folder, you can add the RememberTransform script to save it's presence in the scene - that way you can add or remove the object (using the Object: Add or remove Action) when you need / don't need i…
Some excellent suggestions in here, good work.
Much of the "quirks" of the current system are down to how Unity works (or at least my knowledge of it). Multiple ActionLists on one object, for example, causes problems - is this what's goi…
The first thing is to work out if this is an animation or control issue. Start by setting your Player prefab to Tin Pot, the Demo's Player character (found in AdventureCreator / Demo / Resources). He has been set up to work properly with drag cont…
Are you using Unity 4.6? I'm sure this wasn't an issue before, but looking into it now, it does look like a problem. Attaching a Box Collider 2D to the sprite should work - as the character rotates, the sprite remains fixed, yet the collider chang…
In AC's Menu system? Use the Menu: Change state Action, and set the Change type to Hide Menu Element. Enter the names of the Menu and associated Element, and it'll be hidden from view.
If your movement method is set to First Person (or Ultimate FPS), then your FPS camera will always be "active" during gameplay - only during Cutscenes can you change the camera.
However, you can switch to other gameplay cameras simply by …
It depends - is the young player actually saved in the next scene? He shouldn't be.
Rather than changing the scene, use the Player: Switch Action in the intro scene. Use it to switch to the new player, and then set New Player position to Appear I…
When Allow subtitle skipping is on, another option is present: Skip background speech? Is that off? Try changing that, and setting the speech to background (the actual speech Actions, not just the ActionList).
You can't yet control a speech line's text through parameters, but I will see if it can be done for 1.41. The short display time, however, is a bug, and should definitely be fixed.
The "Is Player" option is there for convenience now, but initially it was the only way - prefabs couldn't be assigned to fields in AC's initial release. If a line has "Is Player", it'll always refer to the currently active playe…
1.41 will bring some big fixes to the interaction system, as well as make it much easier to handle inventory items in "Multiple" mode, and should fix these issues.