Welcome to the community, @cgartshop.
This tutorial covers how to integrate ads into a Unity project:
https://www.youtube.com/watch?v=6jQIeZk72cA
The scripts used in this tutorial rely on public functions that you can call using events - in the ab…
Welcome to the community, @DrSnake.
To be clear: are you looking to "reset" the scroll (so that the first item is shown in the first slot again), or still only scroll by one (so that the last and first items are shown next to one another)?
So long as your Hotspot's 2D Box Collider spans the visible sprite, looks like it should work. Does the Interaction ActionList alter the sprites as intended if you click "Run now" in its Inspector at runtime?
If so, we'll need to see if …
Welcome to the community, @Jareil84.
If you have a high Deceleration value, the next cause for delay would be input.
What are your Horizontal and Vertical input values set to in Unity's Input Manager? The Gravity value affects how quickly an inpu…
The selected Interaction in your screenshot is not present in my copy of the scene you sent me.
If I manually add an Inventory interaction to test (e.g. a Cheese item interaction to the Bucket Hotspot), it runs as intended.
I think you may need to…
Your Hotspot icon type field is set to Texture, but no Texture is supplied underneath.
You can either assign an asset in the Hotspot icon texture field, or set the above field to Use Icon to have it rely on the Hotspot's first-available Use icon t…
Sorry, to clarify: if it's what I'm suspecting, it's not a bug, just the behaviour.
Check the option, but another way I find helps to determine if this is the cause is to keep the Scene window open and focused on the mesh. Does the mesh then stay …
The Position over selected mesh? option causes the new Hotspot's position to refer to the Renderer's bounding box. Sometimes - e.g. if using a Skinned Mesh Renderer - this may not always be the exact same as its visible bounds.
What kind of Render…
A Menu of Appear type = Manual generally shouldn't turn on/off without an explicit command.
Add an ActionList: Comment Action to the InGame_TurnOn asset and record the full stacktract when it appears in the Console after the save.
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At this stage, I was just looking to gauge how similar the template is to your intended mechanics. The scripts can be modified / added to if the behaviour is close enough.
For example, you could attach a new script to each "Piece"…
Yes, I think if you have things at least working, it may be best to leave as-is.
Though, for a 3D Camera the projection matrix should typically only be updated at the start of a camera switch - even if switch has a transition time.
As the OnSwitch…
I don't know what value Parameter 4 should take, but parameter values should also work in the Action.
If you'd like me to investigate further, I'll need to see screenshots/details of the specific issue.
The Dialogue: Start conversation Action's Wait until finish? option only waits for the Conversation itself displaying - not the result of clicking an option.
To have each Conversation wait for the previous, check Override options?, and run the resp…
Did you download the package recently? This issue was reported earlier and should now be fixed - try re-downloading the package and import again. You'll need to first delete the /AdventureCreator/Scripts/Template folder, however.
If AC makes use of an input that's not listed in the Controls asset, the warning will show. They're safe to ignore, however - you can also delete the line that causes it if you wish (line 321 of the ControlsReader script).
I agree that the Console…
Is the menu that shows before it the same one, or a separate menu similarly-styled?
What is the Menu's "Appear type", and does it occur if you set the ActionList's When running to Run In Background?
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Inventory interactions only, or Use as well? And on mobile builds only, or the Editor as well?
So that we're working with the same values, share a screenshot of your Settings Manager - I can't recreate the issue on my end using your earlie…
The icon on the right, under the Hotspot label, is the "Hotspot icon". The one in the centre looks to be that of the cursor.
Though the cursor is set to be hidden when locked, is it actually locked? It's default state is set by the Lock…