If you're using the simulated cursor, you can use the SetSimulatedCursorPosition function to snap it to a particular position:
AC.KickStarter.playerInput.SetSimulatedCursorPosition (newPosition);
To call this at the moment an item is selected, hoo…
I would need to see the way you've linked your Menu and InventoryBox element slots - check that the Constant IDs match for each slot.
The default interface has Unity UI counterparts for each menu, however. If you set your Menu Manager asset file t…
Does the Interaction menu pause the game? If so, check Directly-navigate Menus when paused? in the Menu Manage to allow for direct navigation when it's turned on.
Otherwise, you'll have to use the Engine: Manage systems Action to allow for direct-…
The easiest way is to rely on AC's Audio Mixer Groups option, which controls volume by adjusting the attenuation of individual Speech/SFX/Music mixer groups. Including custom audio in those volume controls is then just a matter of assigning the app…
Keep your "Slot index" value as zero, and are you using the same Menu to display both your Inventory as well as the Equipment slots? If not, are you relying on Unity UI for their display?
You can assign an input in the "Drag Input Override" field of the PlayerInput component on AC's GameEngine object. If set, this input will be used to manipulate draggables as opposed to LMB/InteractionA.
As an initial test, it can be run in the scene's OnStart cutscene - as at this stage, we're only dealing with a single scene. You do not need to check if the Menu is visible or not, though - the Container will still be linked to the InventoryBox el…
When using root motion, it's recommended to rely on a Blend Tree so that the character is able to slow down smoothly, which helps in cases like this.
See the Manual's "Precision movement" chapter for details on this topic.
The upcoming v1.74.0 update will make changes to AC's structure that make it possible to rely on a single .amsdef file in AdventureCreator or Scripts directory that's simple to set up - no need to alter AC's file structure, as is the case now.
The …
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Any currently-running speech should end at the moment the scene transitions, but without seeing the ActionList I can't tell if this was a case of the same speech line surviving the change, or the original Action being called again.
What's y…
What are your AC/Unity versions, is this in builds or just the Editor, and what is your full set of "Camera settings" in the Settings Manager?
The code shouldn't have an effect. Is anything else at play that may be contributing?
The sec…
If you supply the Character: Animate Action with a specific animation name, then you have the option of waiting until it's completed playing. When playing animations using parameters, it's not possible to do this because there's a disconnect betwee…
I must apologise again. Actually, the above script isn't necessary - I'd forgotten that it's possible to map a Container to a specific element using Actions.
We'll first need to make sure that your Containers are correctly linked to their respecti…
Custom scroll behaviour of that type can be implemented by subclassing the PlayerInput script and having it replace the Player Input component on your GameEngine object:
using UnityEngine;using AC;public class CustomPlayerInput : PlayerInput{ pr…
Welcome to the community, @williamj35. Apologies for your trouble.
The only circumstance that Action ordering should come into play is if an Action's output is set to "Continue" - in which case it'll run the next one listed.
Are you wor…
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This is in an ActionList asset file? When objects are assigned directly in ActionList asset files, AC will look for them in the scene via their Constant ID number. This can't be used, however, if you're spawning multiple instances of the p…
Welcome to the community, @spud.
You'll want to make sure that any "global" Conversations are only added in once. This could be done by e.g. making your game's first scene one that just adds any such Conversations to the game before movi…
You're correct in that you'll need to use a single Object: Add or remove Action to both spawn and position the object - a further Object: Teleport Action that refers to the prefab will not necessarily refer to the correct object at runtime if multip…