No need for that - it's a bug, and I believe I've tracked it down. The field isn't always displaying when it should do - apologies for the hassle.
Change the Inspector window to Debug mode (right click "Inspector"), and you should find &…
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Check your Menu Manager - the Hotspot label will be appearing from the Hotspot menu, which you can delete or lock or if you wish to hide it.
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AC records backups of your scene's ActionList data - see the "Action data -> Restor…
If you're rendering the Canvas in Screen Space, it will have a physical presence in the scene. It could be that the offset is caused by the "Plane Distance" field, but the Unity UI Cursor should account for this, and I can't reproduce suc…
You don't need anything so complicated - avoid manually entering in position values, and the technique should allow it to be the same number of Actions regardless of how large the grid is.
Let's start over - a 6x6 grid should be OK, but you might w…
AC won't initialise until the first scene that has a GameEngine object present is opened. You can double-check this, however, by removing the AdventureCreator directory from your Assets folder.
Does this occur when building to Desktop, and are you…
So you have a Hotspot with an interaction that runs the Object: Add or remove Action to remove it?
Yes, parameters will be necessary here. Define a GameObject parameter, and have it override the Action's Object to remove field.
Back to the Hotspo…
It's the Jump speed field in the Player component's "Player settings" panel.
This field will only show, however, when the Movement method is set to either Direct or First Person. Are you using a different method?
Which version were you previously using, and do you have a backup?
This sounds like a serious issue, but it's not one I can recreate. Please share as much detail as you can about your project - platform, other assets/scripts, etc will all help.
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Version 1.80.4:
* Added: "IsOverHotspot" Animator bool parameter to the Unity UI Cursor component - set to True when a Hotspot is selected
* Added: "Add to front?" option to the "Document: Add or remove" Action
* Added…
Welcome to the community, @AmberClaw.
When using Direct control, the Player's movement when turning is set by the Turning mode field in the Settings Manager.
Its default value, Turning Circle, will give U-turns. How wide this is will be set by ho…
You can sync it to e.g. a Global Integer variable by setting a Variable's IntegerValue property in the script.
See the Manual's "Variable scripting" chapter for details.
By "control scheme", are you referring to the Unity technical term used by its Input System? Or are you altering the Input method dynamically through script?
If you have very specific behaviour in mind, it might be best to rely on a dedicated asset built with this kind of gameplay in mind.
That said, an approximation of this should be possible in AC. There are a couple of ways to go about it: essential…
Doesn't sound right. To be clear: pressing the "Submit" input halfway down an InventoryBox element that displays Objectives causes it to select the first slot?
Is the Menu set up to be directly-navigated, via the options at the top of th…
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How about either of the two Submit inputs?
I don't see an InteractionA input, however - if you have Mouse clicks have default functionality? unchecked, regular input in the scene shouldn't work unless you're using Unity's Input System, as o…
Thanks, with this I've recreated the issue.
I'll issue an official fix in the next update, but in the meantime you should be able to apply a hack for it by opening up AC's Char script and replacing:
if (!SceneSettings.IsUnity2D ())
(around line 1…
Thanks for the details.
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No worries, try this. Open up AC's GVar script, and add the following to the top of the Download function (line 194 in the latest release):
if (id == 1) Debug.Log ("Download " + label + ". PM ("…