Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,317
Last Active
Roles
Administrator

Comments

  • Welcome to the community, @SmilingBandit. Apologies for the annoyance. AC does have its own input code and EventSystem classes, but nothing that should run if AC is not present in the scene - and certainly not anything that should prevent other co…
  • An Animator is able to control any children in its Hierarchy - you should be able to control the position of any RectTransforms in the prefab, if the Animator is on the root. Which object(s) are you trying to animate, and how, when the menu turns o…
  • Thanks for the bug report - I'll attempt a recreation. Can you share a screenshot of the Playable Director component the Timeline is playing from? Is this limited to WebGL, or does it occur in other build platforms too?
  • By default, dialogue is displayed in the Subtitles menu. Select this menu in the Menu Manager to configure it - SubsLineLabel is the element that displays dialogue text.
  • Yes - the link was going to an older version of an updated tutorial. Thanks for the alert. The correct link should be this. I'll amend the text tutorial similarly.
  • You can hook into the OnInventorySelect / OnInventoryDeselect events to make changes to the cursor settings, but a third option would be to use Unity UI for your cursor rendering: https://adventure-creator.fandom.com/wiki/Unity_UI-based_cursor
  • I'd imagine they're linked, but that's for Unity to answer.
  • (Quote) Under Inventory settings, set a small (but non-zero) Minimum drag distance value, and then check the Clicking an Item without dragging Examines it? option that then appears beneath. (Quote) Inventory-to-inventory interactions are defined as…
  • Not built-in. It's an expensive operation, performance-wise, and exactly how you do it will vary with your chosen render pipeline. If you have a custom script or separate asset to handle this, though, it shouldn't be too difficult to integrate it …
  • No problem. The other errors are unrelated, and to do with Unity's asset management. So long as your game has all its Managers correctly assigned, you should be OK.
  • Welcome to the community, @Crivens. What are your AC/Unity versions, and what is the behaviour when clicking inventory item icons in the Inventory menu? The Interaction method setting should be primarily based on how you want Hotspots to be intera…
  • For security, WebGL has some restrictions when it comes to manipulating the system cursor: https://docs.unity3d.com/Manual/webgl-cursorfullscreen.html I'd suggest switching to Hardware rendering, which makes use of the system cursor directly.
  • The Entry -> On transition is a requirement of the Animator Controller - it's just Unity's way of visualising which is the default animation. At runtime, though, AC should handle the transitions automatically. Where on your canvas prefab is the…
  • That'll cause the SFX to be muted - it's behaving correctly, in that case. You said earlier that your SFX volume was turned on - where were you seeing this was the case? The values you set at the bottom of the Settings Manager are only the default…
  • In Context Sensitive mode, items will behave like Hotspots - they can be used or examined by defining ActionLists in their properties, and then left/right clicking on the item icons in-game. To be able to first select them (so that they become the …
  • I'm not following the purpose of your Mark As Done script / Done parameter. For now, just give the Controller the 4 states that AC requires, without transitions. Then, view the canvas's live Animator window at runtime at the moment the menu turns …
  • (Quote) Play will call Unity's Play function, while one-shot will call Unity's PlayOneShot function. The results you're reporting seem quite erratic - it's not clear where the issue lies. Are you able to create a fresh scene that demonstrates the …
  • By "walmart" and "wall", do you mean "walk"? Are you animating with sprite-swaps, or a 2D skeleton? If you use sprite-swaps, you'd probably have to create additional walk->idle animation(s) to get a smooth transiti…
  • (Quote) A quick-and-dirty way would be to make the inventory menu full-screen, and have invisible buttons cover the outside - and clicking any of these buttons causes it to close. The "proper" way would be to use a custom script that clos…
  • It would involve custom scripting that's mainly on the Cinemachine side of things - modifying the track's waypoints given the AC Path normals. Untested, but could be along the lines of: using UnityEngine;using Cinemachine;public class UpdateDollyT…
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.