Error or not, I need to know the source of it - which I can only glean from the full message in the Console.
If it's related to a character, please also share details of their Inspector.
This behaviour is the same as that of the 2D Demo, in which the "Interaction method" set to "Choose Hotspot Then Interaction", and clicking a Hotspot results in the Interaction menu appearing from which you can choose the interat…
If your Menu's Source field is set to Adventure Creator, then interacting with elements via keyboard/controller is handled via the InteractionA input.
If it's instead set to Unity Ui Prefab, then input is dictated by Unity's EventSystem. By defaul…
Directly-navigating a menu requires that the menu be properly configured for it, which can be done in the Menu Manager. The exact steps, however, depends on the Menu's "Source" property.
See the Manual's "Navigating menus directly&q…
This thread is outdated, now. Remember scripts can since be added to the Player prefab.
(Quote)
If you want a scene-based object to refer to a prefab's child, how are you assigning it? By dragging the prefab into the scene and from there into the…
Welcome to the community, @ironweed.
The version you import if you're using Unity 2019.4 or later was uploaded using a different machine to previous releases, but the content should be the same. I've tested this on my own end and get the same beha…
A prefab used only to store a script function you want to call does not need to be in the scene. The Object: Call event Action can reference the prefab asset directly.
In what way does it not work? What character speaks, and do subtitles scroll or not?
AC considers "narration" to be any speech that doesn't have an assigned character. Narration has its own scrolling option that's independent from regul…
(Quote)
I understand the intent behind the left paper raising when hovering over an item, but I'm not clear on the right paper.
To work out how many Inventory slots are filled in your InventoryBox menu element, however, you can loop through the cla…
It looks like a bug with the Interaction menu when using the CombatExample's settings.
If you open up AC's MenuInteraction script file, look for its GetObjectToSelect function around line 197:
public override GameObject GetObjectToSelect (int slot…
AC requires that References is a Resource. If you want to change this, you'll have to edit Resource.cs's References property getter.
However when using Addressables its recommended to use AC's built-in support for speech audio and scene addressabl…
Welcome to the community, @pep.
IIRC, Sally Face is a 2D game that uses direct input from the keyboard, rather than point-and-clicking - with movement typically limited to left and right.
To do this in AC, first set your Settings Manager's Movemen…
(Quote)
Presets are available for Local variables.
(Quote)
Reset Scene will do nothing other than reset the scene data for the active scene - you don't need to use it when your game is ending.
If you want to reset the data for a specific scene, yo…
As in, when outside of the white box?
You can make multiple checks of the same kind:
if (mousePosition.y > 0.8f * Screen.height || mousePosition.y < 0.2f * Screen.height || mousePosition.x < 0.2f * Screen.width || mousePosition.x…