You'll need to have your Menu rely on Unity UI if not already, as Post Processing will not work with the "Adventure Creator" source option.
Once using Unity UI, you'll then need to set the Canvas's Render Mode to Screen Space Camera - thi…
Welcome to the community, @lizukadaky101.
What are your AC and Unity versions?
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Is that to say you had the same menu but without the Examine interaction element, and the only change made since was to add that new element?
Is this Menu rely…
Any Manager field can be adjusted through scripting, and a script can be written to adjust a value when a particular Menu turns on/off.
To get an API reference to a field that lets you change its value through script, right-click the field's label …
As a test, open up AC's Highlight.cs component, and find the line block 88-97:
#if UNITY_2019_3_OR_NEWERif (GraphicsSettings.currentRenderPipeline){ string pipelineType = GraphicsSettings.currentRenderPipeline.GetType ().ToString (); if (pipe…
Check "Cutscene while moving?" in your Hotspot interaction if you want to prevent interactions while the Player moves to a Hotspot.
To have the cursor react to the game being in cutscene mode, create a new bool parameter named "IsInC…
Are you referring to the "nine verbs" interface of e.g. the early Monkey Island games? A (hopefully) somewhat accurate recreation of that interface can be found on AC's Downloads page.
When your Interaction method is set to Choose Intera…
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Thank you - it looks like this might be related to the "Auto Save" box being unchecked. I will look into this.
As a side note: it's not necessary to have both a Constant ID and Remember component on the same object - since Rememb…
Pausing the game shouldn't freeze the cursor. Are you referring instead to Hotspot icons?
What are the contents of the AC's Status box during this time?
A script can hook into the OnFinishLoading custom event to handle this manually, in that case:
using UnityEngine;using AC;public class RunActionListOnLoad : MonoBehaviour{ public ActionListAsset actionListOnLoad; private void OnEnable () {…
12 elements as in 12 separate Interaction elements?
As a test, open up AC's MenuInteraction.cs script, and look for the following around line 121:
uiSlots = new UISlot[_element.uiSlots.Length];
Replace it with:
uiSlots = (_element.uiSlots != nul…
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That's certainly not expected behaviour - though I cannot recreate it. What are your AC and Unity versions?
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Sorry, can you elaborate on this? I'm unclear of the difference between what you're doing here, and the screenshots above …
Your script will invoke a Trigger parameter in your Animator named "Interaction" when clicking on a Hotspot. Use this to transition to your pulse animation, optionally accounting for the "CursorID" parameter if you want to use d…
Method 3 would be the easiest. If you want to force the character to face a certain way, while walking, use the Character: Change rendering Action Sprite direction feature.
Another option would be to rely on Timeline, which could be used to animat…
See my questions above regarding the Pause game when enabled? and Unfreeze 'Pause' menus? options.
Use further ActionList: Comment Actions before and after the Menu: Change state Action and see which ones are appearing in the Console.
Stopping speech alone won't necessarily stop further speech from playing, if an ActionList is separately running that displays more. I need to know details of the Cutscene you mention that is running at the same time that you restart the game.
I c…
"Retain ID in prefab?" will cause the ID value to be non-zero for the prefab itself.
Generally, this should be checked in the case that you have a single instance present in multiple scenes. If a prefab has an ID, then that ID will be sh…
ActionLists won't start automatically upon loading - you will have to manually check the item's presence and then run the correct ActionList if so.
However, this needn't be performed in each scene's OnLoad cutscene - you can do this from an ActionL…