What is your Canvas's Plane Distance set to compared with the Far Clip Plane of the CloseUpCamera? If it's larger, it will be out of its draw distance.
You have the CanvasPanel beside the Canvas in the Hierarchy - it'll need to be a child of the Canvas.
For the clicking of Inventory Items, you'll need to avoid running the Menu: Check state Action that closes the close-up logic/behaviour if the Ite…
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Sorry, I'm not 100% following. What's the behaviour you have now, vs what you'd like?
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Constraining Movement as you are should be enough, but depending on your settings it's possible that AC is still registering clicks as point-and-…
The template adds a new Menu to your Menu Manager named CutsceneBorders, and is set to turn on during Cutscenes.
Does your scene-switching Cutscene block gameplay, or run in the background?
If you want to prevent the Menu from showing under its no…
The default Objectives menu includes ActionLists named HideSelectedObjective (when turned on) and ShowSelectedObjective (when clicking the list) that affect the display of the selected Objective labels. You'll need to amend or remove these if you w…
Don't place it in AC's Actions folder - AC uses an Assembly Definition file so it won't recognise the RootMotion namespace.
Instead, place it in a new folder elsewhere in your project and point to it from the "Custom Actions" panel in the…
The render pipeline requirement is only for the provided example. Your own project and assets can use URP without issue.
In The Chamber, each item has an associated 3D prefab that is assigned in the Item's "Linked prefab" property. As p…
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What I'm suggesting is to use a Global variable as an interim for getting/setting each Item's wasFound property.
You can't set an Item's property value directly, but you can transfer it to/from a variable which can be set.
So essentially, …
It's a change made to AC for wider input capabilities. It's not possible to prevent them from being added, but it would be possible for a custom script to remove them after the fact.
Try using a script to remove these components at runtime and see…
Each AC game uses its own set of Managers, which contain the data for UI, Inventory etc.
You need to have the Chamber demo's own Managers assigned, which you can do by double-clicking the ManagerPackage file within /Assets/AdventureCreator/Download…
I suspect this issue is related to the Event Trigger component, which intercepts input events.
AC requires this component be generated on startup. But as a test, if you remove/disable it in the UI at runtime, does it then behave as intended?
Weird, indeed. Are you overriding options each time you run the Conversation?
If so, an alternative approach would be to keep the Conversation in a prefab, remove from the scene, and have your Actions refer to the prefab instead. The state of it …
It's not the most detailed sketch. Are the left and right buttons used to change the number in between?
For that, you can use a Global Integer variable displayed in a Label element. Each Button increases or decreases the value when clicked.
To h…
An Options-linked Variable will be tied to the user's Profile data. If deleting saves isn't supported, and you set it to True at the appropriate time, it should work.
That said, the "Number of save games" check is the intended method.
S…
You can have the script kick in when the Dab_ActionList is run by hooking into the OnBeginActionList custom event:
using UnityEngine;using AC;public class NPCDabResponse : MonoBehaviour{ public ActionListAsset playerDab; public ActionList dab…