Personally speaking, I find it best to stick to the LTS releases when working on a project.
The warnings appear to be minor, however. They refer to an issue to AC's MainCamera prefab, which you can find in /Assets/AdventureCreator/Prefabs/Automati…
This looks to be caused by an Input menu element losing its connection to a Unity Input component - or a TMP_InputField component if you're using Text Mesh Pro.
We can get details about which menu and element are involved by pasting the following j…
You can uncheck Mouse clicks have default functionality? in the Settings Manager to prevent left-clicks interacting with Hotspots.
To interact with a keyboard key, define an input in Unity's Input Manager named "InteractionA".
For a list…
Uncheck Can skip with mouse clicks? in the Speech Manager, set your Button's Click type to Simulate Input and set it to simulate the SkipSpeech button.
It would still work - all you'd need is a script attached to each Hotspot that dynamically assigns/unassigns the Interactive Boundary when each lamp is turned on. If a Hotspot's Interactive Boundary field is cleared, it then becomes interactive fro…
I cannot recreate such an issue in the latest release. What is your AC version, and what platform are you building to?
Are you relying on any custom save method? Let's see screenshots of the Action and variable involved.
If you have Show realtim…
What are your AC and Unity versions?
This can normally be rectified by checking Duplicate for each line? in your Subtitles menu, so that each line uses a separate copy of the menu with no back-buffer.
How does the Label that displays the speech fi…
AC handles which direction a character is facing, but it's still up to the AnimEngine to process that into a directional animation.
Assuming the former is working (you can check this by swapping out your Player prefab with that of the 2D Demo, Brai…
With Hotspots being detected by mouse position otherwise?
Switch your "Hotspot detect method" to "Mouse Over" and assign Interactive Boundaries to your Hotspots instead.
Intended as an alternative to the Hotspot Detector, an In…
All good points, though resetting the scene will merely clear any changes made to it - e.g. Hotspots turned on/off since the game began.
To restore a save-point automatically, use the Save: Save or load Action. This Action can also be made to load…
The position is non-zero, which means it'll move away from their root as they turn. If your camera uses Perspective projection, this would also cause the character to appear larger as the sprite nears the camera.
You need to make sure that their P…
That should work.
Though, if the only Actions involved are being used to trigger your scripts, you may be able to remove AC from the equation and just have e.g. the Unity Button components call the script functions directly via Events.
Generally w…
The SceneData array only contains data related to each scene - it's not representative of which scene is actually open.
Instead, you have to get the playerID and iterate through the PlayerData array to find a match.
This function will let you get …
Thanks for the PM.
I'll need to make a change in the next release, but with that release this script should serve the same purpose:
using UnityEngine;using System.Collections;using AC;public class DoubleClickNoTeleport : MonoBehaviour{ private …
Your NavMesh has no hole defined in its Inpsector.
For a NavMesh to have a hole, the hole must come from a separate PolygonCollider that is used to "carve out" the hole from the main NavMesh.
See the Manual's "Polygon Collider pathf…
Welcome to the community, @Lemarchand.
In a backup/duplicate project, update to the latest AC release. v1.74 fixed an issue related to the game remaining paused after loading if scene-based UIs are present. Even if you don't use them here, it'll …
What are your AC and Unity versions, and are the "Pixels Per Unit" setting consistent for left and right-facing sprites?
If so, keep the sprite child selected in the Hierarchy at runtime so that you can view its Inspector. Is its positio…