A script to limit point-and-click movement to one axis is available on the AC wiki:
https://adventure-creator.fandom.com/wiki/2D_point_and_click_along_one_axis
Check the Animator component of your Player prefab - it may be that it has a Controller assigned that has the animation present as its default.
Sorting order won't affect Hotspot detection, but another Collider on the Default layer, closer to the c…
The Turning mode field, in the "Movement" panel, is dependent on the Movement method, which must be set to Direct for it to show.
Is this in the same project as before? What's your AC version?
@Alarconte: I'm not sure I'm following - could you share a screenshot of where you made the amendment?
@dgames: Unfortunately, Unity doesn't provide a callback for prefab duplication - so ConstantID values will be retained here. You should at leas…
Through scripting, you can read the value of MouseOverMenuElement and compare it with your Button, and alter the When Inventory selected field accordingly.
Try this, replacing the "Inventory" and "ExitButton" strings with the na…
Use a custom script to read the Player's GetSpriteDirectionInt function - this will return 0 when facing down, 1 when left, and 4 when down-left:
int direction = AC.KickStarter.player.GetSpriteDirectionInt ();if (direction == 0 || direction == 1 ||…
You can place custom code in a prefab and call it via Object: Call event - see this tutorial for a guided example.
However, being able to optionally prevent loading screens is a good suggestion - I'll give this some thought for the next release.
Preloading a scene should cause it to appear disabled in the Hierarchy, but not made active.
I cannot recreate such behaviour - what are your AC/Unity versions, what are your "Scene loading" settings in the Settings Manager, and do any re…
"GameObject" parameters are a stand-in for any component the Action may refer to. If the Variables and Camera components are attached to the same GameObject, then the newcam parameter can be used to override both Camera and Variables fiel…
If the Conversation was not being run at all due to no options being able to display, it wasn't informing the Action that the "Wait until finish?" operation is complete. The above change corrects this.
You can attach the Event Runner component to a Hotspot within the scene to have it run the Hotspot: Select event only when that specific Hotspot is selected.
What's the exact effect you're ultimately looking to achieve? If you're looking to have a…
You can use the Events Editor (in the top toolbar) to run the Camera: Switch Action, passing in the new camera as a GameObject parameter. This can then be used in an ActionList: Set parameter Action to extract a component variable value from it.
Ho…
Open up AC's Conversation.cs script, and insert the following into line 198 (just above the return; statement):
OnEndConversation (this);
Does that resolve it?