Hotspots can be blocked with a collider on the Default layer - a new empty GameObject and a Box Collider 2D attached should do it.
You'll need to be careful of depth, however - even in 2D, the Z position is accounted for. You'll need to make sure …
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The Mecanim option is intended for 3D characters - details of each option can be found in the Manual's "Character animation" chapter. For sprite-based characters (even if they are in a 3D game), you'll want to use either of the Sp…
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The "count" display over the selected item is separate to the number shown in the menu - the size/style of this is set under the Inventory cursor panel of the Cursor Manager.
For the Inventory menu: pause the game when the Invento…
The script above relates to a Transform, i.e. a physical object in 3D space. The cursor, by default, is a separate element drawn atop the scene in 2D.
You can have the cursor act in 3D space by making use of the included "World Space Cursor E…
Make a similar change to line 143, i.e. replace:
_spriteRenderer.color = new Color (1f, 1f, 1f, _spriteRenderer.color.a);
with:
if (_spriteRenderer) _spriteRenderer.color = new Color (1f, 1f, 1f, _spriteRenderer.color.a);
I'm suggesting two separate DialogLists - both within the same Menu. The first set to List, the second set to Fixed Option ID, where the ID is set to the ID of the "Nevermind" option, which will need to be consistent across all Conversati…
Version 1.79.2:
* Added: Scene Items held by the Player are now saved and loaded automatically if they have a Remember Scene Item component
* Added: Ability to use any 2D Collider component with A* 2D pathfinding
* Added: OnBeginGame custom event -…
Thanks for the details.
I'm afraid I can't recreate the issue, but try replacing line 138 of that script:
_spriteRenderers[i].color = new Color (1f, 1f, 1f, _spriteRenderers[i].color.a);
with:
if (_spriteRenderers[i]) _spriteRenderers[i].color =…
It's possible to alter the Map to property to have it display a specific option from the Conversation, so you could have multiple DialogList elements that each display their own option which can then be positioned manually.
Are you looking to scrol…
Looks OK from what I can see - but since you're not playing the video on awake, you need to separate command it to play at the correct time. You can do this with an Engine: Play movie clip Action after Menu: Change state Actions to both turn on the…
Which AC version are you using? If not the latest, does it work after updating?
If not, PM me a save-file along with your Managers and I'll take a look on my end.
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It's possible through the use of custom scripting. A script to handle this can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Changing_item_graphics_with_amount
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Are you referring to their display in the Inventory menu? That's controlled with the Display item amounts field in the InventoryBox properties within the Menu Manager.
If you're using Unity UI, you'll need to attach a Text child component …
The "Dupliate for each line?" option causes each displayed speech line to rely on its on copy of the Subtitles menu. This allows for multiple characters to be seen speaking at once - unchecked, only the last-spoken speech will be displaye…
The line endings in your error don't appear to match your AC version - is v1.71.8 correct and unmodified?
It's a very old release. Either way, it looks related to your Tint Map. If you open FollowTintMap.cs, what are the contents of its OnDisable…
Welcome to the community, @dynast79.
For the logic itself: yes. You can use Global Variables and/or Objectives to keep track of what the Player has to do, and the choices they've made, and read their values at any time to run different blocks of l…
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The "Source" option merely deals with rendering. Your elements and their properties will be retained, it's just the way they appear on-screen that changes. The second tutorial deals with the conversion of an AC menu to a Unity UI…
Let's see a shot of your Player's full Inspector.
Does your character have NavMeshAgent + NavMeshAgent Integration components? If so, does removing them (so as to rely on AC's built-in pathfinding) work?