For full control over your player's movement, you can use the Engine: Manage systems Action to disable Movement (so far as AC handles it). This will let you write or load in a separate asset that handles your movement the way you want it - and AC c…
If you are using a Cutscene, Trigger or Interaction, you can set it's "When running" box to "Run in background". This will cause the Engine: Pause game Action to run in the background, acting like a delay, and won't stop the gam…
You don't need a custom action for this - you can use the Inventory: Check action to query what the player is carrying. If you need to check more than one item, you can click "ActionList Editor" in the Interaction's Inspector to open up t…
You can't set more than one aspect ratio in the Settings Manager. Are you talking about having different ratios for when in landscape/portrait modes? Would being able to set the aspect ratio for each mode solve the problem?
Thanks, but I don't understand what you mean by clicking the beginning half of the line. Could you post a screenshot of the full Menu inspector when set to Automatic (so that it doesn't work)?
1) Please post a screenshot of your full GameCamera inspector. Do you have a ConstantID script attached to it? You need one on any GameCamera that can be active when saving.
2) When you save the game, the Save menu will turn itself off. Currentl…
The two are likely related. If the loading failed, Unity probably won't continue - so let's sort out 1) first.
Did you change your Menu Manager or alter the Menus / Elements inside after saving and before loading? The error message sounds like it…
If you have "Multiple directions" checked, AC will expect all four directions present.
However, you may want to consider using Sprites Unity Complex for this (as the Player's animation engine setting). This setting will basically let you…
If an speech Action is set to Play in background, then the ActionList won't wait for it to finish before continuing. If the ActionList then finishes while the speech is still displayed, then gameplay will resume.
If you want several lines of dialo…
Not a crazy idea, but it'll need a crazy solution. This won't work at the moment, because Interactions are scene based, so once a Player leaves the room any Interactions linked to his Hotspot will be gone.
Idea noted, will have a think.
@2finger:…
If you're trying to use AnimationEvents and a custom script to do this, this error is likely because the function can't be found on the Animator gameobject. Search the regular Unity forums for previous issues with this.
However, you can also use t…
You can use the Camera: Split screen Action to display two cameras side-by-side, but for a "corner overlay" you'll need to do some custom scripting. Only thing I think to bear in mind that's AC-specific is that the MainCamera prefab is th…
OK, lot going on here. The code change you made shouldn't be such - it may fix the problem (and thanks for figuring out for me the source of it) but causes the Menu to behave incorrectly, hence your further issues. I will look into it properly.
T…
Whoops! In my haste to correct the RuntimeVariables / GlobalVariables fiasco, I inadvertently mass-renamed the code in this script when I shouldn't have.
Will be corrected for 1.34, but in the meantime you can fix this yourself by opening up PlayM…
Only a prefab with the "Player" script attached to it can be placed in the Player prefab.
Please note that UFPS is not officially supported by Adventure Creator. Not to say it won't work, but I can't guarantee that it will. AC does have…