Glad to hear Adventure Creator is as addictive as Animal Crossing ;)
If you're mixing both AC and Cinemachine cameras, the best way to handle this is to leave AC's MainCamera alone, and instead add a separate Cinemachine Brain object that also has …
Welcome back, @EBlomquist!
What version are you using, and what is your Cursor rendering field set to? This will affect the way in which cursors are scaled.
If using Software, then its set by the Inventory cursor size field. If Hardware, then it…
The raw list of Documents defined within the Inventory Manager:
KickStarter.inventoryManager.documents
The Scripting Guide's entry on this can be found here.
What cursor specifically gets shown, or is it random each time?
Where does the Menu appear in the Menu Manager's list of Menus, and are there any other Menus that may overlap it? Try temporarily locking any other Menu that may show during this tim…
Generally, the Menus do act like standard UI. But when it comes to the RectTransform boundary: this is what AC uses to determine if the mouse is over a Menu, vs in the game area.
Try avoiding the use of On View Document, as this will cause the same Menu to open each time.
Instead, run the Menu: Change state Action to open the intended Menu.
To clarify: the items get correctly swapped in the Menu - such that the originally-held Item is placed back in the Inventory?
Any screenshots you can share to help illustrate the way you're implementing this feature - as well as the Container invol…
AC allows you to play an animation from within an Animator Controll in two ways:
* Playing it by name directly
* Affecting a parameter value that causes a transition
The latter is often the "intended" way Unity likes, but playing it by n…
You can convert a scene-based ActionList into an asset file via its cog menu in the Inspector window. Choose Convert to ActionList asset, and it will create a new asset with the same Actions.
When running the same ActionList asset across multiple …
Welcome to the community, @EzekelRAGE.
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While I'm constantly surprised at the ways users manage to leverage AC for different game types, I should stress that it's not intended for management / sim-style mechanics.
There is, however, overlap…
If the speech and animation are sequential, and the speech relies on input to be skipped, then separate Actions is the easier way to go.
What's the issue you're having with this approach? If you can share screenshots of what you've got so far, I'l…
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The Movement section adapts based on the "Movement method" field in the Interface section. Check that both are set to the same value, i.e. Point And Click.
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You want to your Menu RectTransform boundaries to represent the v…
The comparison image is private, I'm afraid I cannot view it.
Did you go through the "Upgrade notes" sections in the Changelog between each version jump? That will alert you to any changes to AC that may require manual intervention.
Cop…
We'll need to check if this is isolated to your current game.
Use the New Game Wizard to create a new Point and Click game, with the Input System Integration, Sample 3D Scene and Sample 3D Character templates. Do they all work as intended?
It's not strictly necessary, but it's often useful to have. A NavMesh is generally good to have, as it'll be used by characters that move using the Character: Move to point Action. This includes NPCs, and the Player during cutscenes.
Yes, this can be done with the Character: Animate Action's Set Standard method.
You'll need to use a separate Action instance for each animation type (Idle, Talk etc), but with this you can change the animation names, and such changes will also be …