Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,315
Last Active
Roles
Administrator

Comments

  • (Quote) The BackButton element's Click type property is - by default - set to Turn Off Menu. You'll need to update the logic that runs when the Menu is turned off to have it either turn on the Title menu, or your Pause menu, depending on which scen…
  • (Quote) The Animator doesn't need to be on the root object. You can assign which specific Animator component the character relies on by assigning it in the Player/NPC component's Animator (optional) field. The parameter fields set above it will st…
  • If you're still relying on an InventoryBox element, such code should typically be placed inside an OnMenuElementClick event hook - is this the case here? An InventoryBox element doesn't store items itself - it just displays items within an InvColle…
  • The Actions I posted involve checking that all items in the Player's Inventory are held simultaneously - the logic at the end is only run if all are carried. Running the Actions in parallel will cause the logic to be independent - each item is proc…
  • The main thing to keep in mind is that your animations should all refer the same direction as "front-facing". Idle, walk, run etc should all point in the same direction (+Z ideally, otherwise child rotations as mentioned above would be ne…
  • Thanks for clarifying. (Quote) This refers to the use of AC's ActionList system, AC's visual scripting system. ActionLists are chains of "Actions" - mini commands that perform specific tasks - sequenced together to form game logic. An i…
  • Glad to have helped. (Quote) This'll be because the icon textures in that mode are rendered inside the Interaction menu, rather than as the cursor.
  • Actions in a sequence - string together as many as you need, like this: (Image)
  • Yes, please share screenshots to illustrate the situation. Is the puppet a Hotspot in the scene, or part of a Menu? The Inventory: Check Action can be used to check if a particular item is in the Inventory - a series of them together can check if …
  • I need to mention that this is not the kind of gameplay that AC is intended for. You might have better luck, however, by separating the NPC's movement into two separate Character: Move to point Actions - one to move out of the Player's way with Wai…
  • (Quote) You're referring to the included Readme file? I can see about rewording the instructions to make them more clear. In what way are you finding it differs? The main step is to copy the package's GraphicOptions menu from the included Menu Ma…
  • Welcome to the community, @TheLostPenny. What are your AC and Unity versions? Animated icons with Context Sensitive are supported - it should just be a case of checking the Animate? option underneath each icon's texture in the Cursor Manager's &qu…
  • The script on the wiki uses Input.GetButtonDown/Up - if you're on touch-screen, you don't need to use that and can instead use Input.touchCount: That's essentially what the modified script above does - but it'll only take effect when built to mobil…
  • Welcome to the community, @Jhano. (Quote) If you set your Interaction menu's Source to Unity Ui Prefab, then you'll be able to decorate your Interaction element with an additional border Image in its Hierarchy. This mode will also be necessary for…
  • (Quote) If you're making a fully 2D game, keep the "Moving and turning" field set to "Unity 2D". In the same way that the detector's physics components are based on your chosen perspective, so too are Hotspots. The collider com…
  • I believe I've recreated the issue. If you open up AC's HeldObjectData.cs script, try replacing line 41: touchIndex = -1; with: touchIndex = KickStarter.playerInput.InputTouchCount () - 1; Does that fix the behaviour?
  • Unless you went down a totally custom-scripting path (which might be preferable, if your needs are very specific), you'll need to leverage AC's drag-and-drop Inventory system, as that allows for elements of the screen to be dragged around. Generall…
  • By two screen taps, you're referring to two fingers touching the screen simultaneously? What are your AC and Unity versions, and does this occur if your second tap occurs in the game view, as opposed to the on-screen joystick? Please also share hi…
  • How many frames into the Idle state does the Action wait? Issues related to this Action's method were addressed in v1.76.0. In a backup/duplicate project, import the latest release - does it still occur?
  • Welcome to the community, Fabi. Certainly, AC can be used for this kind of gameplay. The option in your screenshot merely relates to the way your Player character is controlled. AC separates camera and movement modes, making it possible to create…
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.