Welcome to the community, @Ajer2895.
VR isn't officially supported by AC, but you can use custom camera types - including VR ones, by attaching AC's "Basic camera" component. This'll make it visible to AC's Camera Actions/fields.
You ca…
"Carrying Specific Item" relates to any item present in the Player's inventory - not just the one currently selected.
The Inventory: Check selected Action can be used to determine if a given item is selected, but if you're dealing with Ho…
* Is the ActionList in the image scene-based, or an asset file?
* Can you share details of how the other ActionList, SportRESTORE, is setting the parameter values?
* Does check Wait until finish? in the ActionList: Run Action cause it to work?
* If …
Currently, this is a case of having to manually move it to the correct parent afterwards. I can see how this particular case would be more convenient, but I'm wary of making a change that may cause unwanted auto-parenting elsewhere.
To keep track of any changes across scenes, you need to use Global variables - which can be accessed from any scene in the game.
You've got 5 jars, but start with 1 - the other 4 would be a similar process.
Create a Global Boolean variable named e…
This isn't an AC question, but having an object survive scene-changes is a case of attaching a script that marks it as DontDestroyOnLoad.
See the DontDestroy script at the bottom of this page on Unity's docs. Attaching that to the GameObject that …
OnInventorySelect_Alt is a separate event with its own parameters - see the link to it above.
private void OnEnable(){ EventManager.OnInventoryDeselect += OnInventoryDeselect; EventManager.OnInventorySelect_Alt += OnInventorySelect;}private v…
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GetItemSlot is the way to go about getting the slot that a given item is in.
To place an item in a specific slot, though, you'll first need to make sure that Items can be re-ordered in Menus? is checked in the Settings Manager, which allows…
Thanks.
This is because the parameter is of the type "Component Variable" - so the intValue represents the ID of the variable it's linked to.
To get the linked variable's value, replace:
constantID = actionListToAmend.GetParameter(const…
Welcome to the community, @takealltheadventures.
A password puzzle in your game can be done with the Input menu element - a tutorial on its usage can be found here.
Essentially, the steps involved would be to have the text entered here be send to …
Admittedly it's a little confusing, but a by-product of improvements to the inventory system from the older releases.
Esssentially, the InvItem class always refers to the original data - as set in the Inventory Manager. For runtime data, you'll ne…
v1.72 is three years old - it could well be a factor.
The best thing you can do is print the result to the Console to see what comparison it's making.
Underneath that same line, insert:
Debug.Log ("Compare '" + fieldValue + "' with…
The underlying issue occurs because AC is wanting to save data about those ActionLists, though I couldn't tell the reason from your description alone.
If you enable the AC Status box, it'll list any currently-running ActionLists. Do InGame_TurnOff…
It should be already - the Console should be printing the parameter's integer value. If it's showing the wrong value, then it could be that the value itself isn't being set properly.
How are you setting the parameter's value?
For anything beyond very basic styling, I'd recommend using Unity UI to render your Menu instead of the built-in "Adventure Creator" option.
You can enable this by setting the Source to Unity Ui Prefab, and then tweak its appearance by ed…
A GameCamera 2D with its "Horizontal movement" Lock field unchecked can be used to follow the Player sideways - see the NavCam in the 2D Demo's Park scene for an example.
You can prevent it from "lagging" behind the Player by ra…