The DialogList element has properties to let you tint its Buttons a different colour if an option has been chosen before. This works for both AC and Unity UI menus - though an issue related to their display with direct-control will be addressed sho…
There's no link to the post you mention - can you post the link again?
You can disable the default click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager.
You can then swap their behaviours around either by …
You need to link the Graphic element to the Journal so that it knows which page to show.
This is done by entering the name of the Journal element (in this case, "Journal") into the Graphic element's Journal element name field.
(Quote)
It's something I will give thought to, yes. However, it is a complex feature, and not something I'd introduce unless it was stable/robust enough.
Any details you can share about how you'd use such a feature would be welcome.
(Quote)
The U…
Please don't crop your screenshots - I need to see the Player's full Inspector, including any other components, as well as their Layer.
Are any custom scripts attached to your Player that may interfere?
If the Player isn't moving, check the game's…
(Quote)
As I was reading it, that was the intended behaviour - apologies for the misunderstanding.
Does this alternative give better results?
using AC;using UnityEngine;public class ClickUpInteract2D : MonoBehaviour{ private void Update () {…
What are your AC/Unity versions, and does this occur if you set the Menu's Transition type to None, or set its Source to Adventure Creator?
Try unchecking Place Hotspots on separate layer? in the Settings Manager, and share screenshots of your Play…
What messages are appearing in the Console? It should report any missing animations that it's trying to play.
I don't see any "soft locking" occuring in the video, but I'd expect it's down to the expected animation not playing due to bei…
You can prevent the game entering "Cutscene" mode as a result of the ActionList running, by setting the ActionList's When running field to Run In Background.
I'm afraid not - for this, you'd need to rely on a separate Inventory asset and use a custom script to link it with AC.
Broadly speaking, you'd need both AC and the separate asset to have the same Items defined, and hook into AC's OnInventoryAdd/Re…
Your Toggle element's Toggle type is set to Custom Script - so its on/off state will similarly need to be saved within a custom script.
If you set this instead to Variable, you can map it to a Global Boolean Variable that will be saved.
For this V…
(Quote)
That'll be expected if you're opting to turn AC off in the Action - is it showing if you uncheck this option?
(Quote)
Sorry for the confusion - there's a bit of a terminology overlap here. A "Cutscene" object in AC is essentially…
In the Game window?
Such boxes are should only be rendered as "Gizmos" - so check the top-right corner of the Game window to see if Gizmos are set to display in it.
You can also prevent them from showing by unchecking the "Hotspots&…
Welcome to the community, @Alatriste.
What are your AC and Unity versions?
In your screenshot, both the Hotspot label, and the "Menu" button in the corner, are showing - indicating that your game is in "Normal" mode. For these…
Yes, you can combine the two.
Place both your 3D character model, and the download's First Person Player prefab into the scene. Then copy/paste each of the components on the Player's root (Player component, Character Controller, etc) onto the mode…
Sorry, I'm not clear on your wording. Could you rephrase, and have you tried altering the script in the way I mentioned above?
Try also setting a small, but non-zero, value for the Settings Manager's Drag threshold value. This determines how far …
Such mechanics would require custom scripting - AC is not intended for combat games. A 2D shapeship / shooting game would be better off using an asset that's intended for that kind of gameplay.