Your script replaces the AC movement code - if you want to move your character manually, you'll need to set their "Motion control" field to "Manual".
This can be done through script with:
KickStarter.player.motionControl = Moti…
Welcome to the community, @martinlilius.
The Direct movement approach requires that the Player face the direction they're moving - you'd need to handle the movement manually to get this behaviour.
This function should allow for this:
void FocusOn…
Welcome to the community, @jalder.
You're quite right - the size options in the Cursor Manager only affect graphics that are used by the cursor.
In your given interaction mode, the icons are displayed in the "Interaction" menu, which can…
In 2D, Rigidbody components aren't necessary for character evasion - since the NavMesh can be set to avoid character collisions.
First though, your NPC will need a Circle Collider 2D component on their root, centered around their feet - just like t…
I'm having trouble recreating the issue.
Are you using Addressables to spawn the Player in? If not, I'd appreciate you PMing me a repro package to test with.
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Use the DestinationThreshold property, which is public.
Thanks for the details.
Issues related to this were addressed in v1.77.2. Can you confirm this is occuring in this release?
Is the Player prefab being spawned in by Addressables, and/or AC's "Player-switching" feature?
When creating a new Profile, your game's status is not modified - any changes, such as clearing the Inventory, must be done separately after the Save: Manage profiles Action is run.
Currently, there is no Action to remove all items from the Invento…
What are your AC/Unity versions, is this for a 2D or a 3D game, and is the Player moving due to pathfinding or Direct control (i.e. WASD)?
You'll need to check that both your Player and NPCs have the correct collider and physics components. If you…
Welcome to the community, @LethalWombat.
What are your AC and Unity versions, and does your character move using WASD when in gameplay with point-and-click movement enabled?
Check for any non-AC components attached to your character, or in your sc…
1 second or 1 frame?
You can test the 1.1 scale assumption by reducing the prefab's sprite child scale back down to 1 - though it may be because of the Sorting Map instead.
As an alternative to switching Player, though, you could use the Character…
Version 1.77.2:
* Upgrade note: Remember component "start" settings are no longer set automatically when manually spawned into the scene
* Added: Ability to choose between Update and LateUpdate for Third-person GameCamera behaviour
* …
Welcome to the community, @Iggy.
Sounds like a good case for a wiki script that can handle this - I've added one along with instructions here:
https://adventure-creator.fandom.com/wiki/Re-select_dialogue_options_automatically
What are your AC/Unity versions, and what are the properties of your QTE menu?
What are the results of:
1. Using AC for the Menus source?
2. Setting the Menu's Transition type to None?
I'm afraid I don't have enough to go on to recreate the issue. If you'd like me to take a look at your project, PM me a zip along with instructions on how to see the issue occuring.
If Hotspot icons are set to be drawn in Screen space, they'll use Unity's ImGUI system - which is drawn last in the frame buffer.
You can have AC menus be drawn atop this, but not Unity UI ones.
If you switch to World space, icons are drawn using …
If you check Cutscene while moving? in the Hotspot's Interaction, AC will exit gameplay during the movement. This will hide the Hotspot as well as the cursor - unless you have a "Cutscene cursor" assigned.
Otherwise, events would be the …