What's your Hotspot detection method? If set to Player Vicinity, you can opt to place distance Hotspots on a separate layer (DistantHotspot), which you could raycast for in a custom script to handle a default interaction.
Otherwise, you could make…
Welcome to the community, @JohnRody.
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AC's dialogue system aims to offer the core features generally necessary. Gameplay-blocking and background speech, speech Timeline tracks branching choices (Conversations), audio, lipsyncing, translatio…
The "Menu preview" feature is available in the Game window when a Menu's Source is set to Adventure Creator.
When a Menu relies on Unity UI, you view/edit the Menu's appearance by opening its linked Canvas prefab.
I'd recommend using Uni…
If you need to save the presence of the parent object, avoid doing the same thing for the child. AC can only re-spawn the entire prefab - not part of it based on destroyed child objects.
That said, if the object is part of the scene file, you coul…
You can use this mode, and then check Single 'Use' interaction? in your Hotspot Inspectors.
This will make them behave as though you're in Context Sensitive mode - i.e. a one-click interface.
Which version of Unity are you using, and what version of the Addressables package have you installed? The errors suggest AC now recognises that Addressables should be present, but the package itself is not what it expects.
Does this occur in the Editor, or just builds, do any related messages appear in the Console when either saving or loading, and have you built your Addressables?
Use the Save-game File Manager, accessed from the Settings Manager, to view the saved …
Sorry, but I'm not clear on the underlying issue. By "falls behind", do you mean that the Player and the NPC are drawn in the wrong order?
When two characters are in the same Sorting Map region, their sprite children will be "pushed…
The Scene: Switch previous Action will always go to the last-visited scene - the "previous previous" will be forgotten.
This Action should generally only be used when you don't know what that scene will be. For example, if you have a map…
Welcome to the commnunity, @monkey360ct.
For general movement between scenes, it's typically best to use the Scene: Switch Action, with the intended "next scene" details explicitly set. To switch from Big1 -> A1, for example, you'd ha…
By default, save game files are stored within the game's Application.persistentDataPath folder, which will be separate from your game's installation directory.
You can physically delete these files, but these are linked to the Settings Manager's Sa…
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Pointer Enter would cause them to run when hovering the mouse over them - I wasn't getting at using that option, but rather not using it. What was it set to before?
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Is this to say, the default InteractionUI prefab - or the Interact…
What's your AC version? With the current release, adding "AddressableIsPresent" is not necessary.
No script changes should be necessary - what you've described should be enough. What is the result now of saving and loading?
Sorry - I left out the try/catch statement. If you use this, then you can have Unity ignore missing inputs:
bool My_GetButtonDown (string axis){ try { if (axis == "InteractionA" && KickStarter.playerMenus.IsMouseOver…
I'd need to see the full Inspectors of the two objects - physics components included.
What are your AC/Unity versions also, what is the error message in full (stacktrace included), and at what moment does the error display?
Welcome to the community, @JesusBando.
If you import Unity's Addressables package, you can then check Save asset references with Addressables? in the Settings Manager.
This will cause AC to rely on the Addressable system to retrieve assets when lo…