The closest setting to this is to have the Player turn their head to face the active Hotspot. To have them face the pointer would involve scripting, as you'd need to convert the cursor in screen-space to a 3D position using raycasting and detecting…
That'd be a question for Steam, but I'd expect it'd need to be present throughout.
This doesn't necessarily mean it needs to be added to every scene manually, however - if you add it to AC's PersistentEngine prefab, or add it to a custom EventSyste…
AC requires that the game be in "gameplay" mode for saving to be possible - so saving from a background ActionList is necessary.
The above should work just fine - though the "proper" opening cutscene will also run when you load …
The default inventory should be added via this line:
KickStarter.runtimeInventory.OnInitPersistentEngine ();
I cannot recreate an issue - are you involving Player-switching?
No change was made to this aspect recently. Make sure that Gizmos is enabled in the Scene window, that "Hotspots" is checked in the Scene Manager's Visibility panel, and that your Collider component is expanded in the Inspector window.
Such behaviour wouldn't be compatible with other features of the speech system such as audio. However, it is possible with a custom script.
I've added such a script to the AC wiki - you can find it here:
https://adventure-creator.fandom.com/wiki/R…
I need to see your character's full Inspector - and specifically if they are relying on root motion.
Does it work if you temporarily remove their Animator component?
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Try raising your Destination accuracy slider in the Settings Manager. Wh…
Temporarily move the script from your Player to an empty GameObject in the scene. Do any related errors or messages appear in the Console as the menu turns on?
Share a screenshot of your Graphic element's properties, and I'll see if I can spot any…
For AC's default movement values, your sprite ought to appear roughly comparable to Brain's sprite when placed in a scene. Brain is roughly 2.5 units tall.
You can increase a sprite's appearance in the scene by reducing its Pixels Per Unit.
Don't copy the code verbatim - you need to replace int id and int newValue with the ID number of the Variable and its new value respectively. It also needs to go above the break; statement.
Since you're already running an AddCoins function for eac…
Is this for a 2D or 3D game, and is your Player character present in the scene file - or spawned in at runtime?
The gravity option is set by the Player's Ignore gravity? option, under the "Physics settings" panel.
If the Player isn't mov…
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If you can PM me an updated project with steps to reliably recreate the issue, I can look into it.
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If "Overwrite existing file" is set to overwrite the Autosave, but no Autosave exists, it'll create one automatically.
You'll have to move your Engine: Control Timeline Action to an ActionList asset file, so that you can then view it while also keeping Prefab Mode open to select the child object.
Dragging the child from Prefab Mode into the asset-based Action shoul…
I'm afraid the link is giving me a "Video is unplayable" error.
Does your character use Root Motion, and what is the character's Motion control set to (this'll be controlled by the Integration component)? It'll be best to see a screensho…