You can assign an ActionList in the Menu's ActionList when turn on property field to run any additional logic needed.
The Menu: Change state Action can be used to both turn off and lock other Menus.
When a Menu is locked, it will not turn on even …
Off the top of my head, there are two things worth trying:
* Use LateUpdate instead of either Update or FixedUpdate
* Set the StateHandler script's Script Execution Order to be greater than that of anything in UCC, so that the Update/LateUpdate etc…
It depends. If the Hotspot was disabled while in Scene 1 for the first time, attaching the Remember Hotspot component to the Hotspot will be enough to save its state and apply it upon re-entering.
For details on AC's scene-saving system, see the M…
AC pauses the game by setting Unity's Time.timeScale value to zero. I suspect material effects rely on Time.deltaTime - which this will affect - to work.
If it's possible, relying on Time.unscaledDeltaTime will get around this - but it would invol…
Those scripts are custom Actions - you need to place them in a unique folder and point to it within the Actions Manager.
Details on this can be found in the Manual's "Custom Actions" chapter.
Move that Action to an ActionList asset file, and have it reference the sound object in the scene.
That'll cause it to create a reference via Constant ID, so it should work upon re-entering.
A selection of custom Actions that integrate AC with WWise can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/WWise_integration
Contrary to what the wiki page states, the two colliders don't need to be on separate GameObjects.
Try placing them both on the root, and then re-assign them in the Inspector. To distinguish between them when assigning them, click-and-drag the eac…
To fix, open up Sound.cs, and look for the OnInitialiseScene function (around line 576 in the latest release).
In that, look for the code block:
if (otherSound.IsPlaying ()){ //DestroyImmediate (gameObject); KickStarter.sceneChanger.Schedule…
Welcome to the community, @giantfox. What are your AC and Unity versions, and does your Inventory Menu rely on Unity UI as its Source?
The issue is likely to related to the Settings Manager's Drag threshold slider, which determines how far the hel…
Your AC version doesn't support it - the ability to map TMPro Dropdowns was introduced in v1.76.2.
Updating AC will allow for this. If you'd like to keep your current version, you can import the latest release into a fresh project, and copy over t…
As expected, from the sound of it. The first click will be treated as a "single click", i.e. cause the regular "Move to" behaviour to kick in - since it doesn't yet know you're going to follow this up with a double-click.
Getti…
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Click it at runtime - it won't take effect while in Edit mode.
You can also click "Run now" in the ActionList's Inspector - this is separate to the ActionList Editor window.
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I'm unsure why you'd be getting this behaviour.…
The behaviour logic for using an item on a slot is handled by custom "Unhandled Inventory Interaction" code, as this will run no matter which item is used. The code itself then processes the item accordingly.
Inside the "Unhandled I…
Is gameplay blocked when the character speaks?
By default, a Trigger will only react collisions that occur during gameplay. You can alter this by setting its Reacts field to During Cutscenes And Gameplay.
Alternatively, you can prevent the charac…
The AC Menu currently expects a regular Unity UI Dropdown - not a Text Mesh Pro one. Though they function similarly, they're technically separate components - so you need to tell AC to use TMPro instead.
You can do this by entering "TextMeshP…