Welcome to the community, @TomGa.
What are your AC/Unity versions?
So long as your Shapeable component is added to the same object as the Skinned Mesh Renderer, it should list all the Blendshapes associated with the model. Is the issue that they …
GetIntegerValue is a function inside LocalVariables, which access GVar itself.
Within GVar, you can get the integer value with IntegerValue:
health = myVar.IntegerValue;
If the Animator involved has the correct animation state, this warning typically shows if its currently disabled.
Please see my question above re: this being the same Action or not.
If you click on the "Cannot play clip" warning in the C…
If the Toggle element's "When invisible" property is set to Disable Object, the linked UI gameobject should be disabled when hidden.
How/when are you hiding them?
Share screenshots of the Menu and Toggle properties, the ActionList being …
An animated character's model is set by their Animator (with the correct Avatar assigned) and Skinned Mesh Renderer components, together with their armature object chain in the Hierarchy - see the Demo game's "Tin Pot" player prefab as an …
Not currently, but thanks for the suggestion.
A list of collected Documents can be created with an InventoryBox element whose Inventory box type property is set to Collected Documents. Place this in a new Menu if you want it to be displayed separa…
Thanks for the details.
AC can now link Graphic menu elements to RawImage components. If you create a new Graphic element in the Menu, you can map it to the "Image" object in your UI prefab. You can then control the graphic's texture as…
To grab/drop am object with separate button presses - as opposed to holding down a button while dragging - you'll need a custom script.
Such a script can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Grab_a_draggable_witho…
I'm not the script's author, but I suspect it was just a mistake rather than its intent. The mistake is not made for its implementation of other animation-related Actions.
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The RawImage referenced by the code is intended to come from one of your Menus. I'm asking if this menu is, or has been, made visible at the time the error shows.
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Try this:
using UnityEngine;using UnityEngine.UI;using AC;public cl…
Did you replace the script file's entire contents with the above?
Once compiled, yes - attach it to the Hotspot and assign that Hotspot in its Inspector.
Is the menu involved on at the time? It needs to be turned on at least once for it to have a RuntimeCanvas. Otherwise, you'll need to wrap a check around it, i.e.:
if (menu.RuntimeCanvas){ largeImage = (RawImage) Serializer.GetGameObjectCompon…
Use this script to only enable the Hotspot when an inventory item is selected:
using AC;using UnityEngine;public class InventoryOnlyHotspot : MonoBehaviour{ public Hotspot hotspot; private void OnEnable () { EventManager.OnInventor…
To save custom data in the most correct way, you'll want to embed your data inside AC's save file itself. The alternative would be to have a separate custom save file for each of AC's, which is possible but not the cleanest approach.
Custom save d…