Thanks for the report.
It looks like this is a case of 2 bugs at once - I can fix the issue with the animation Hash comparison, but it sounds like the sprite direction returning "U" in the first frame is a separate issue.
Does the issue …
When clicking a Hotspot, the character stops moving briefly - causing the "MoveSpeed" parameter to reset to zero.
This is by design - though I will look into this further. However, it may be that your Animator can be updated to account f…
Welcome to the community, @tengu.
The Parallax2D component works by taking control over the position of whichever object it's attached to, so you'll get a conflict if you try to reposition that same object by other means, e.g. via the "Object:…
See the Properties tab inside the Inventory Manager - properties of type Vector3, Game Object and Unity Object can be added.
The Manual justs needs to be updated - thanks for the alert.
A property type of "Unity Object" can be used to as…
Recreated - the cursor will change automatically under these conditions.
I will look to see if this can be made optional, but my original suggestion earlier of changing the Hotspot's icon ID to an exit icon that uses the regular cursor should still…
Set your Interaction method to Context Sensitive, uncheck Change cursor based on Interaction? in the Cursor Manager, then set it back to Choose Hotspot Then Interaction.
I'd need to see your Settings and Cursor Managers for full context - can you share screenshots?
If you want the cursor to appear as it's "main" graphic, it may be easier to create a dedicated "exit" cursor type with the same ico…
You can have a script hook into the OnSetHardwareCursor custom event to update your RawImage component with the cursor graphic assigned in the Cursor Manager - and will work with the animated cursor options.
The provided Unity UI Cursor component u…
As this is a visual problem, can you share a short video to show the issue vs what it should be like?
I'll also need to see your Settings Manager and Player Inspector.
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The script requires the presence of UseIconID, HasLookIcon, IsSpeaking, InConversation, Interaction, MenuOverrideID, CursorID, InvID, IsInCutscene parameters.
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As in, an outline around the item graphic itself? You would need to rely…
Welcome to the commuity, @CurioShelf.
With the approach in the first video, you won't want to attach a "Basic Camera" component to your UCC Camera nor assign it as the default in the Scene Manager. The UCC Camera should remain independen…
Your first Character: Move to point and Character: Animate Actions are running at the same time - since the former has Wait until finish? unchecked.
If the "jump to window table" animation involves animating the sprite's position, then yo…
An alternative to using isTalking would be to hook into the OnStartSpeech and OnStopSpeech custom events, in a script attached to the character:
private void OnEnable (){ EventManager.OnStartSpeech += StartSpeech; EventManager.OnStopSpeech +=…
Version 1.75.4:
Upgrade note
* Scene-based Actions are now autosaved every 10 minutes - see this link for details: https://adventurecreator.org/node/256
* Added: ActionList autosaving - scene-based ActionList data is now backed-up every 10 minut…
Aside from displaying the inventory graphic when an item is selected, the script only affects Animator parameter values. How these are used are down to your Animator's transitions - AC is not involved.
As all of your transitions stem from the &quo…