The above script file (ClimbDownFirst.cs) only needs to be added in the scene that you need it to work in. I'm presuming this is a specific situation for a single scene?
The Event Manager component is separate - it's part of AC and you don't need t…
Thanks for the video. Odd - you shouldn't be getting that behaviour. The resulting item should only be appearing in the "Output" box - not both there and the Inventory simultaneously.
What does the Recipe's properties box look like, and…
If you open Unity with compilation errors, any non-Unity toolbar links (including AC) will be hidden from the top toolbar until the errors are resolved.
You'd need to first remove the existing Cinemachine integration by deleting the /Assets/Adventu…
Recreated, thanks for the details.
This is a separate issue, and I will issue a fix in the next release.
In the meantime, you should be able to work around this temporarily by opening AC's PlayerInput script and replacing line 1464:
if (hotspot.I…
Items are always consumed when crafting, but only at the point the player adds the resulting item to their Inventory. Before then, the Output box is more of a "preview" of what you'll get.
Package received, thanks.
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Grace's Player Inspector doesn't have the correct animation names - these will need to match up with the states listed in the Animator, and the names are case-sensitive.
Renaming "idle" to "Idle&quo…
Welcome to the community, @cfos27.
It may be due to using outdated versions of either AC or the Cinemachine integration package.
Which version of AC are you using? If you're using the latest (currently v1.78.4), try re-downloading the integration…
Welcome to the community, @yang1.
The screenshots look OK. Just to be doubly-sure, the Animator controller in the first screenshot is also assigned in the Animator on the "Grandmother_Idle_0" sprite object, and the Animator component is …
You can convert an Inventory property to an ActionList parameter by first converting it to a Variable, and then using the ActionList: Set parameter Action for the Variable -> Parameter conversion.
It's also possible to both convert properties, a…
You'd need to hook into the OnPointAndClick custom event - which fires when the Player point-and-clicks on the NavMesh - to back-up the navigation path, run a Cutscene that handles the animation, and then move the Player along the path.
To prevent …
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Make sure that Result is automatic? is unchecked in the Receipe's properties panel.
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Clicking the resulting item causes the ingredients to be used up - them being removed to create the item is by design.
Timeline speech tracks will display in Menus that appear "When Speech Plays" - so you'll need to set your Subtitles UI to this mode.
Menus of this appear type have further filtering options - you can limit them to specific characters / ex…
Welcome to the community, @Mundash.
What are your AC/Unity versions, and do you have multiple languages defined?
"Only Without Audio" will account for translations as well, if you've enabled per-language audio. Only if the audio for eac…
Though it shouldn't be necessary, the quick-fix would be to rename Grace's Animation states to match Will's, i.e. "idle_D" etc. You wouldn't need to rename the Animation Clip assets - just the state names within the Animator, as well as r…
This is less to do with the item itself, and more to do with the cursor. What's your "Cursor rendering" set to?
If you're using an Animator to control the cursor's appearance, keep the window open while the issue occurs. What transition…
You'd need to similarly use scripting. I've added a pair of TurnOn / TurnOff functions to the above script - you can use either the Object: Call event or Object: Send message Action to run them in ActionLists.
I'm afraid I'm away from the office at the moment, so I'm not able to test this properly.
However, try opening up the AC_UCC_Character script and insert the following into line 76:
ultimateCharacterLocomotion.TryStartAbility (acMotionAbility);
(J…
What are your AC/Unity versions, and what render pipeline are you using?
"Adventure Creator" source mode relies on Unity's legacy ImGUI system. While it's quick and easy to use, it doesn't offer so much in the way of control.
If it's re…
If the GPU is involved, it may be more related to rendering than AC.
See Unity's docs for general advice when it comes to optimising your graphics, but Unity's Profiler is the first stop when it comes to debugging frame-rate issues.
If you run thi…