The menu in your screenshots is set to only display for the character named "VideoSubtitles", which doesn't match the speaker in the Action, Hilde.
If you have a separate Subtitles menu that is set to display this speaker's lines, are you…
I still need to see your Player Inspector in full.
Because Tin Pot's animation relies on Root Motion, unchecking Apply Root Motion will cause expected motion issues - it'll be necessary to unassign the Animator Controller as well for a comparison. …
Welcome to the community, @kerneneker.
The CursorUI prefab can be amended to suit your needs - click the Unity UI Cursor prefab field in the Cursor Manager to locate the asset file in your Project window.
The prefab's Canvas Scaler component has i…
I cannot recreate such an issue on my end. Your Player Inspector is collapsed, however - I need to see the full details.
We'll need to see if this is behaviour unique to your character. Temporarily drop Tin Pot, from /Assets/AdventureCreator/Demo…
I would need to see the exact text you're using - can you share screenshots of the speech Action and your Subtitle menu's properties?
Also, what are your AC and Unity versions, and do any relevant messages appear in the Console window?
Can you share shots of your Settings Manager's Movement settings, as well as the Player's full Inspector?
The Player maintaining their direction when changing angle - until the input direction changes - is intended. In your video, it looks like th…
Welcome to the community, @ryanimates.
It's possible to manually "grab" a draggable object by calling its Grab method.
The main issue is that - if the built-in grab conditions aren't met (i.e. wrong input or cursor position) - then the o…
Welcome to the community, @eraser282.
What are your AC/Unity versions?
The tutorials on Conversations rely on the "Override options?" Action toggle throughout - are you mixing and matching, so that some of your Conversations override, wh…
You don't need to remove the second item - you just need to supply both of the items you're combining as ActionList parameters, so that the script can use them to update the animation.
What are your AC and Unity versions, and what platform are you building to?
Are you referring to items that are set to appear in the inventory when the game begins, or items that should be added during gameplay?
Look for the Player Log associated …
I cannot recreate such an issue from these settings.
Duplicate your scene but remove any components unrelated to AC - including Playmaker and Cinemachine content.
If the issue still occurs, save the scene, PM me the project as a .zip file, and I c…
Are you not using one item with another to replace both with a third?
Two Inventory actions are typically used for this - one to replace item A with item C, and a second to simply remove item B.
Your screenshot showed that you are using ActionList parameters to define what items get replaced.
Beside their names in the ActionList's properties, each parameter has an ID number. These are the numbers you must assign in the script's Inspector.…
Where is your InGame menu positioned?
Both Menus have an Appear type of Manual, so should only turn on/off when specifically directed.
What Actions are set to run when the Inventory menu is turned on?
Flicker as in the Highlight effect disables momentarily? Please describe the issue in detail - or better yet, share a video/gif.
I'll need to see your full Settings Manager, and a sample Hotspot/Hightlight Inspector as well.
SetColour has since been replaced with SetColours, which allows for both the normal and highlighted colours to be set as a pair.
Try this replacement for the SetSelectedIndex function:
private void SetSelectedIndex (int value){ if (selectedInde…
I cannot recreate the issue using AC alone.
You should avoid positioning the AC MainCamera directly, but instead control a separate camera with the Basic Camera component attached so that you can assign it in your Scene Manager's "Default came…
If you use the "Change Parameter Value" option, you must have a parameter that matches both the supplied name and type in your Animator - configured to trigger a transition to your intended animation.
The tutorial instead relies on the &q…