The code's solid - it works on my end when attached to the 3D Demo scene, and the Sword item is selected in the Inventory.
What are the circumstances around your selection of the item?
Given the event you're using, it's important to be clear that …
We'll need to determine if this is an issue with your character, or an issue with the scene.
To do so, we can rely on the 3D Demo's Player prefab, Tin Pot, to see if they show the same behaviour.
Tin Pot can be found in /Assets/AdventureCreator/De…
Welcome to the community, @Erallie.
So long as the prefab is set up with AC's requirements (naming convention, placed in Resources, etc)m it should just be a case of updating your own spawning code to have AC recognise it.
This just involves calli…
While I'd probably go with sticking to one room, and altering its appearance through animation, you should be able to mask a transition (at least as best as possible) by checking Overlay current screen during switch? in the Scene: Switch Action.
It depends on which in particular you want to override.
Marking the original script's functions as virtual is the easiest way - but there's a potential performance impact for commonly used functions.
In what way are you looking to override PlayerI…
First make sure that Subtitles can be skipped? is checked in your Speech Manager.
Once set, the "SkipSpeech" input - if listed in Unity's Input Manager - can be pressed to skip the current speech.
If you want it to be an on-screen button…
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This is controlled by your Hotspot menu's Position type property, in the Menu Manager. By default, this is set to Follow Cursor (which will cause it to be centered if the cursor is locked). Setting this to On Hotspot will cause it to appea…
Without seeing the animations playing, it's only guesswork based on the names - but I'd suggest updating your Player's "Mecanim parameters" panel with:
* Move speed float set to Forward
* Turn float set to Turn
* 'Is grounded' bool set to…
Version 1.77.3:
* Added: Option to remove all items from the Player's Inventory using the "Inventory: Add or remove" Action
-Added: Ability to set - through script - a Transform that the Player will face at all times while using Direct mo…
You can, but each instance of the script will affect its own asset.
It might be OK as it is, though, if you only run ever those assets as a result of interactions in the way your screenshots show.
Recreated - my mistake.
I've corrected the script once more. Also, you will need to ensure that each Interaction ActionList has a Constant ID component attached - since this is how scene-based objects are referenced by ActionList assets.
It should be possible with the aid of this custom script, attached to the character:
using UnityEngine;using AC;public class ForceLeftRight : MonoBehaviour{ bool isLeft; void Update() { AC.Char character = GetComponent<AC.Char>…
The forum's search box is powered Google - is it possible your browser is blocking requests? I'm afraid I don't have such an issue on my end with either.
If you bring up the Developer Tools in Edge (Ctrl-Shift-I), is anything related appearing in …