It's not a bug, don't worry - you're simply lacking the appropriate Menus needed to show the Hotspot and speech text. Adventure Creator lets you design these Menus yourself to give you maximum creative control - but they do need to be explicitly de…
A simple custom Action would be able to do this easily. All you really need to do is run the following code:
MenuInput inputBox = (MenuInput) PlayerMenus.GetElementWithName ("TheMenu", "TheInputBoxName");
inputBox.label = "…
A simple custom Action could easily end the active conversation - all you need to do is unset the playerInput script's activeConversation variable. I may include this in 1.39, as it may be useful to others as well.
You'll have to be more clear abo…
I can't see how adding the diagonal animations would affect the rotation - could it be that the animation clips contain rotation data by accident?
The order that Menus are listed in the Menu Manager should affect this - try placing your "activ…
May be fixed in 1.39 - hopefully out this week. Let me know if it persists after upgrading - sorry for the vagueness, but like I said I can't recreate this - only go by my instinct.
Still, I think it's worth keeping your additions out of it until we can find a fix for this - just to make sure it's isolated.
Send my a copy of *just* your MenuManager and SettingsManager assets - it'll be easier for me to see the problem this way.
Issues with a NPC, dying and pathfinding:
It sounds like an issue with your declaration - the namespace issue is solved now. Have you declared the uponPlayerDeath variable as a public ActionListAsset and defined it in the Inspector?
Issues when cr…
It's implemented for 2D, yes - you'll want to use the Circle Collider if you're using Unity2D mode, and a Sphere Collider for any other mode (other 2D "moving and turning" options included).
Do you mean that you don't have the option to d…
I can't recreate this myself - are you using the latest version?
How long does the ActionList last? If it's instantaneous, would adding a pause stop the problem from happening? Not that that would be the solution, but it'll help narrow the source…
If your Menu's "Appear type" setting is set to Manual, then it's on/off state is completely controlled by you - the Menu: Change state Action can be used to turn it on, and it will remain on even during Cutscenes until it is explicitly tol…
I don't think you need to go to quite this much trouble to override AC's cursor settings. Have you tried using the Engine: Manage systems Action? With that, you can choose disable the different modules that make up AC, including the cursor.
As a …
You mean as a standard animation, e.g. Idle, correct? No, you can't - AC assumes it's loopable. If you're using Mecanim, you could always try animation blending to get around it.
Ah, sorry. You need to write "AC.AdvGame instead - just a namespace issue.
As for the Cutscene problem, make sure that Pause until finish? is checked in the Character: Move to point Action. That may or may not be the end of it, but that'll c…
Can't recreate this. The language shouldn't affect the box not being active, and in my own tests it works fine.
We'll
have to do a bit of experimenting on your end, if you don't mind. Open
up PlayerMenus.cs and make the variable selectedInputBo…
If a Characters animation engine is set to Sprites Unity, it should automatically face the camera. Have you set up your Characters correctly? Check this tutorial just in case.