What are your AC/Unity versions, and are you using the Nine Verbs template available in the New Game Wizard?
As this is a visual issue, it's best to see screenshots of the problem if you can share them. I need to be clear on the exact behaviour yo…
I'll give it some thought. But any details you can share on the contexts you mention will help me make more informed choices about a possible implementation.
The removal of the item should have no bearing, in that case.
If this is the line throwing the error:
if (piece.AssociatedItemID == invItem.id)
could it be that the issue is with the piece variable instead? Check that the Arranging Puzzle Manag…
AC has a ToggleRun input, but this isn't available for Point And Click movement.
You can, however, create an Active Input that runs one of a pair of Player: Contrain Actions that set the Walk/Run option to either Always Walk or Always Run.
To have…
Are you referring to the Container itself, or the Container menu that displays its contents?
You can filter what categories a Container can hold within its Inspector in the scene, but the Container menu displays both the Container's items, as well …
Pointer Click should work for both - and I can't recreate such an issue in the current release.
If you needed to go down the OnClick route, you can run this code to simulate the clicking of a given element as though it was being clicked through AC:…
That'll work for general Hotspot detection - but it'll ignore things such as AC's internal "game state", meaning it'll work also while in e.g. a cutscene, when such gameplay should be blocked.
This may be enough for your purposes, but the…
This'll occur either if the Player + ground don't have collision, or if the Player doesn't ignore gravity.
The best way to fix this is to avoid checking Is Trigger in the Player's Capsule Collider component, instead of checking it as seen at 13:40.…
Recreated, thanks for the files.
To fix, open up AC's AdvGame script and replace the line (around 1897):
while (i < text.Length && text.IndexOf ("<color=", i) >= 0)
with:
while (i < effectText.Length && effe…
Which script(s) are you using? An integration for A* can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/A*_Pathfinding_Project_integration
The character's ability to rotate through separate script is based on their "Motion…
Is it specifically speech that you're looking to sort?
Text is assigned an ID based on the order in which it's found, yes, but the ActionList it's found in (in the case of speech text) is assigned to its Description field (if blank).
You can also …
AC integrates with Playmaker, which may be suitable.
There already exists a Physics: Raycast Action, however, which works in 2D and 3D - have you given it a try?
When it comes to potential new features, I find it better to examine the underlying i…
Welcome to the community, @bolinfest.
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Checking Face after moving? in the Hotspot's Interaction panel should cause the Player to face the same direction as the Walk-to Marker upon reaching it. Is that option not displaying? It should show …
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To clarify: I'm only referring to the use of the Arranging Puzzle template. Removing items will cause issues with regular Actions that specifically reference them - but you can use the "Find references" button beside them to get a…
Custom Actions are installed by informing the Actions Manager of their directory, rather than as individual files. That way, you can install multiple custom Actions in one go.
First place the ActionYarn script in a new folder, then open up the Act…
I can't recreate such behaviour - though I suspect this issue is tied with the Label element's Text effect setting.
This issue may not occur if you either set this to None, or switch the Menu's Source to rely on Unity UI.
Does this occur for all d…
The term Cutscene essentially refers to a sequence that isn't playable - typically a moment of non-interactive storytelling:
https://en.wikipedia.org/wiki/Cutscene
In AC terms, "Cutscene" mode will cause the game to enter a non-interacti…